<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lancer</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lancer"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/Lancer"/>
	<updated>2026-05-11T16:11:48Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Grand_Theft_Auto_V&amp;diff=1202350</id>
		<title>Talk:Grand Theft Auto V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Grand_Theft_Auto_V&amp;diff=1202350"/>
		<updated>2018-07-29T02:55:35Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Regarding the Glock &amp;quot;23&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== new page and type 56-2 ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
I made this kinda quick. Didn't have a lot of time to check errors.&lt;br /&gt;
I'm relatively new to the editing in this site. So if any veteran&lt;br /&gt;
around with more knowledge could help improve the article would be indeed&lt;br /&gt;
great.&lt;br /&gt;
When it comes to the weapon, I believe it's a Norinco Type 56-2 since the stock&lt;br /&gt;
looks like the one in a Type 56-2. Otherwise correct if I'm wrong.&lt;br /&gt;
Also one of the guys seems to have a laser sight. Don't know which sort though&lt;br /&gt;
[[User:Santos|Santos]] 17:08, 2 November 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
The rifles seem to have some sort of rail system on them... which I think is a shame--[[User:Gran28|Gran28]] 10:55, 3 November 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Most likely is the handguard with picatinny rails. The guy knocking on the van leading those other two men, seems to have a laser sight attached to it. This is a handguard is from FAB-Defense. http://www.fab-defense.com/images/big-details/ak-47-1.jpg&lt;br /&gt;
&lt;br /&gt;
One of the screenshots mentions &amp;quot;excellent&amp;quot; trigger discipline, to me it looks like his finger is actually on the trigger as there is a small curve in the shape of the finger, I wouldn't refer to that as excellent trigger discipline. --[[User:Cool-breeze|cool-breeze]] 14:42, 1 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
:To me it looks like the guy is holding his finger just slightly above the trigger area, not excellent but still better than most games have, to be honest the only game i can remember that had great trigger discipline was MGS4 where Snake kept his finger completely off the triggers of all weapons unless he was aiming them, but i think that since they're both video games, bad trigger discipline can be excused since i doubt developers want to spend who knows how many hours giving every character separate finger animations for trigger discipline, and also there is the fact that the character can have their fingers wrapped around the triggers, but the players have theirs completely off the fire button, so essentially, it's our own 'trigger' discipline that video game characters have (least that's how i see it)  we should save the bad trigger discipline arguments for movies.[[User:Kornflakes89|Kornflakes89]] 16:26, 8 March 2012 (CST)&lt;br /&gt;
::Add ''[[ArmA 2]]'' to the list of games with excellent trigger discipline. [[User:Laqueesha|Laqueesha]] ([[User talk:Laqueesha|talk]]) 03:55, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4? ==&lt;br /&gt;
&lt;br /&gt;
Help to identify; looks like a M4 rifle with longer (?) and suppressed barrel. [[User:Pawelm|Pawelm]] ([[User talk:Pawelm|talk]]) 13:55, 10 November 2012 (EST)&lt;br /&gt;
[[Image:GTA5_AR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
I would say that it has a shorter barrel than an M4A1. I would say it's a suppressed [[Mk. 18 Mod 0]]. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 14:21, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Suppressor resembles an AAC model which covers more of the barrel than the KAC suppressors we commonly see, so it's possible it could still be an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:10, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:If it was an M4 length barrel, there would be no suppressor left to actually trap the gas to suppress the weapon. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 22:24, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
looks like it has the older CAR-15 style stock [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:38, 11 November 2012 (EST)&lt;br /&gt;
:What people refer to as CAR-15s (XM177, XM177E1, XM177E2 etc) were fitted with a stock that was made of aluminium with a black polymer coating as seen [[Colt_AR-15_Identification_Guide#2nd_Generation_Collapsible|here]]. Later Colt carbines up to and including the M4 had a synthetic fiberlite stock as seen [[Colt_AR-15_Identification_Guide#3rd_Generation_Collapsible|here]]. The easiest way to tell them apart are the vertical reinforcing ribs that are present on the side of the fiberlite stock, which are present in the game gun. As this stock can be found on Mk. 18s, Model 933s and M4s (all of which this gun could be depending on how the suppressor fits) that doesn't really help. However as the gun has the slim handguard rather than the thicker double heat shield M4 handguard, my best guess would be a Mk. 18. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:03, 11 November 2012 (EST)&lt;br /&gt;
::What I think he meant was this is the 3rd Gen stock, the four-position plastic, not the newer six-position.--[[User:Sangheili1155|Sangheili1155]] ([[User talk:Sangheili1155|talk]]) 02:43, 12 November 2012 (EST)&lt;br /&gt;
I've seen scans that show one of the other characters holding that weapon without a suppressor on it. I'd definitely go with Mk.18 --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 01:12, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm sure that this is why this image is in this section, but I cant believe these animated pictures as validation for the weapons in the game. GTA IV had MANY weapons in the loading screens that for what ever reason never made it to the final product.--[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 20:05, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:Check the [[Grand Theft Auto IV]] page and you'll notice we include loading screen weapons on it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:16, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::If a weapon is in the game and can be identified, then it should be identified. This includes artwork, loading screens, stock footage, in-game posters, whatever; if it's a clear and identifiable shot it's included. Weapons only seen in previews can also be included as long as the image is from a legitimate source and not leaked. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:52, 20 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Cover for the latest Game Informer magazine. You can see the suppressor is missing but the muzzle and the barrel is missing [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 14:03, 28 November 2012 (EST)&lt;br /&gt;
[[Image:GTA5_AR2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Selection hope==&lt;br /&gt;
&lt;br /&gt;
So I don't know about most of you, but one of the worst aspects to these games is the frank lack of weapons for which you to use. I am not saying that the game doesn't need 100 different firearms, but there is no need to use the low level weapons once the higher tier weapons are unlocked (compare the Glock and Desert Eagle in GTA IV, how often do you use the Glock after unlocking). If nothing else I hope that this game has at least 3-4 variations in firearm. There are tons of vehicles to choose from, but you dont spend most of your time offing people with cars. Having to use the same repetitive weapon again and again bores me. What are your thoughts?--[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 20:09, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Four or five options of each type sound good to me. I'm hoping we get a silenced pistol again this time. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:21, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:@Spartan198, exactly! The way I have seen it (for example), in the pistol category there should be a standard (Glock), Hi standard (1911), Burst (Beretta 93R), Special (Silenced [if no ability to customize]), and Magnum (Desert Eagle/Equivilant). Now this is a very basic look, but I think you can catch my drift. Same thing for shotguns where there should be a Double Barrell (For range and/or sawed off), Pump (Mossberg), Semi Auto (Benelli M4), and Automatic (USAS-12/AA-12). You can make any adjustments for which weapons are in which category does not matter. But the differences. --[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 12:45, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Seeing the silenced 56-2s in the reveal; its likely.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 01:25, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm really hoping to see an [[Ithaca 37]] in this like in San Andreas, being that this is taking place in the same fictional Los Angeles. --[[User:QueenSasha24|QueenSasha24]] ([[User talk:QueenSasha24|talk]]) 04:01, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm really hoping for a SIG P226 myself this time around, but with the 92FS, that's looking unlikely. I like Valiant's system of classification, though. Using that system, I'd like to see assault rifles classified like this: an AKMS without a stock (low accuracy, short range), the Type 56 (medium accuracy, short range), the AR-15 variant (high accuracy, medium range), TAR-21 (high accuracy, long range). A grenade launcher attachment (if the weapons are customizable) would be nice, too. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:38, 19 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trailer 2==&lt;br /&gt;
http://www.youtube.com/watch?v=Vzue74y7A84&lt;br /&gt;
&lt;br /&gt;
The only new weapon I see looks to be an M4 type at 1:15. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:05, 14 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Aaaargh! Why won't videos stream for me? It's been like this for the past 3 days! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:34, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trailer #2 Screenshots ==&lt;br /&gt;
&lt;br /&gt;
[[File:Gta5-1.JPG|200px|thumb|none|AR15 platform rifle]] &lt;br /&gt;
[[File:Gta5-2.JPG|200px|thumb|none|The handguard is longer than M4-style one]] &lt;br /&gt;
[[File:Gta5-3.JPG|200px|thumb|none|AR15 style rifle, looks a bit like a HK416 to me, also the guy on the right has the same, or very similar gun]]&lt;br /&gt;
&lt;br /&gt;
The rifle on the 3rd screencap looks like a HK416 variant (handguard with these thin vents). Also the rifle in 1st and 2nd screenshot seems to be different than the one in the 3rd. It has a black magazine, in games a gun rarely can have a mag swapped out. :D --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 10:06, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
PS sorry for the black bars guys :\ --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 10:08, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm guessing it is the same rifle in all 3 caps. Also, in the first screencap you can see the distinctive forward assist/brass deflector that is used on VLTOR VIS and MUR upper receivers ([[Media:NovesDiplomat.jpg|here]] is a picture of a Noveske Diplomat with a VIS upper showing the forward assist). Although these uppers are used on Noveske rifles, I don't think this is one as the handguard is wrong. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:22, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
It looks like more an AAC Honey Badger (look at the stock and the bolt) than an HK416 or AR-15-like rifle for the 3rd picture. --[[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]])&lt;br /&gt;
:Several reasons why I don't think it is a Honey Badger: firstly, the stock on the Honey Badger extend on rails on the side of the receiver like an MP5, as opposed to this where it extends along the buffer tube in typical Colt Carbine fashion; secondly it appears that it has a VLTOR VIS/MUR upper receiver based on the design of the combined forward assist and brass deflector which the Honey Badger doesn't; lastly, even if you disagree that it is a VLTOR upper it definitely has a forward assist, which the Honey Badger does not just having a normal brass deflector. In what way do you think the bolt makes it a Honey Badger they are pretty much the same on a typical AR-15 and a Honey Badger aren't they? (with the exception of the FA serrations, but from these screenshots you cannot tell whether they are there or not.)  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 29 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Very usefull thing i found ==&lt;br /&gt;
&lt;br /&gt;
Hey guys i think this thread has everything about Weapons for GTA V, GTA Fans are really great at spotting things http://www.gtaforums.com/index.php?showtopic=532181&amp;amp;st=0&lt;br /&gt;
--[[User:Faizanali|Faizanali]] ([[User talk:Faizanali|talk]]) 03:38, 20 November 2012 (EST)&lt;br /&gt;
: As a member of GTA Forums, I can reliably say that anything you see there should be taken with the biggest dose of salt in history. Like, something from Big Bone Lick State Park. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 04:06, 20 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== 1911 and Glock ==&lt;br /&gt;
A new artwork was revealed, and it has a 1911 and a glock variant. We should put on the main page?--[[User:Flavio|Flavio]] ([[User talk:Flavio|talk]]) 15:16, 4 January 2013 (EST)&lt;br /&gt;
[[Image:GTA5_PISTOLS.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== New trailers ==&lt;br /&gt;
&lt;br /&gt;
There's new guns found in the trailer of GTA V. [[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]]) 18:06, 30 April 2013 (EST)&lt;br /&gt;
[[Image:ar-15 variant.jpg|thumb|none|600px|This is an AR-15 variant, the same as seen in the trailer 2.]]&lt;br /&gt;
[[Image:ar-15 variant 2.jpg|thumb|none|600px|Closer view of the variant.]]&lt;br /&gt;
[[Image:assault rifle gta v trailer.jpg|thumb|none|600px|A new assault rifle, I can't identify it.]]&lt;br /&gt;
[[Image:pistol gta v trailer.jpg|thumb|none|600px|A pistol. I can't identify it.]]&lt;br /&gt;
[[Image:pistol gta v trailer 2.jpg|thumb|none|600px|A pistol. It seems this is a Beretta 92FS.]]&lt;br /&gt;
[[Image:type 56 gangster.jpg|thumb|none|600px|The Type 56-2 in the hands of a gangster.]]&lt;br /&gt;
[[Image:type 56 trevor.jpg|thumb|none|600px|Trevor shoots his type 56-2.]]&lt;br /&gt;
[[Image:mossberg 590 cruiser gta v new stock.jpg|thumb|none|600px|A new stock on Franklin's Mossberg 590 Cruiser.]]&lt;br /&gt;
&lt;br /&gt;
I got some better images of the weapons that I'll be adding to the article. Here's a better shot of the unknown rifle; it looks kinda like a SCAR-H, but there's bits that aren't right. &lt;br /&gt;
&lt;br /&gt;
Looks more like a weird FAL--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 15:42, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 12:41, 30 April 2013 (EDT)&lt;br /&gt;
[[Image:Gtavgun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Also, here's a shot of the pistol used by Michael in the rappelling scene. I can't identify it, but it almost looks to have an orange tip like an airsoft gun and no hammer. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 12:58, 30 April 2013 (EDT)&lt;br /&gt;
[[Image:Gtavgun4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[http://gyazo.com/ca7fae1d3d648ca8a2623bb5adb2bbbf.png?1367374112]] Not sure if it's a Hi-Power or 1911, on Michael's TV. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:11, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I'm also thinking some kind of short-barreled FAL for the new AR, judging by the magazine and shape of the mag well. It and the Tavor are certainly new and different choices considering GTA's past being dominated by the combo of an AK and M16 variants, which is a good thing. That's four assault rifles altogether now so far (five if the CQBR on concept art shown above is included in the game), so let's hope the other weapon categories have as diverse a selection. And considering how big the weapon selection in [[Red Dead Redemption|RDR]] was, I'm feeling pretty confident about it. Maybe my wish for a P226 could still come to pass after all? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:10, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Here's a higher resolution cropped image of the mystery rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5 Mystery Gun.jpg]]&lt;br /&gt;
&lt;br /&gt;
It has the heat shield, gas block, and front sight of an M249, the magazine looks more like a belt bag, and the stock looks derived from the fixed stock of the Masada/ACR. The optic is an out-of-scale Elcan SpecterDR and it has a Magpul AFG2 foregrip. The receiver area lacks details, but I'm going to hazard a guess that it's some kind of M249-based machine gun. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:15, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now that you said that I start to see it, but my first bet was FAL, in the end it could just be a butchered MG, the stock doesn't somehow look m249ish to me and the heat shield seems tiny.--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 11:13, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:After re-watching the trailer, I'm pretty sure it's supposed to be a [http://media.gtanet.com/gallery/gta-5-screenshots/RSG_GTAV_Screenshot_202.jpg light machine gun]. The ammo pouch gets a bit more obvious in motion and it's certainly an ammo pouch, not a 20 round 7.62 magazine. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 04:05, 2 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I bet it turns out to be something ''really'' stoopid like an LSAT with a modified handguard. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:34, 7 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That horrified me for a moment, but I'll sleep soundly tonight knowing that LSAT is tucked a bit further away then the pool of common firearms that appear in GTA. It will be some monstrosity of the natural order regardless. -[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 14:57, 7 May 2013 (EDT) &lt;br /&gt;
&lt;br /&gt;
Seems to be a new pistol, but I can't ID it.[http://www.thegtaplace.com/images/gtav/screenshots/RSG_GTAV_Screenshot_204.jpg]] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:52, 2 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could be a beretta. Weird pouch like a 50 rounder or something, but yeah now its definitely an butchered mg. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 06:35, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Underside of the trigger guard is straight, all Beretta models are rounded downward. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:25, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
DRD Tactical Paratus? [[User:Thomas|Thomas]] ([[User talk:Thomas|talk]]) 10:33, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
You mean the one to the left (its more likely an M4 would make sense for a game not centered around gun pron to have a generic well known firearm rather than some obscure one) if you mean the MG probably even more unlikely to me for now its seems like a franke-gun or at least a horribly scaled one. On a side note look at the one in the case the sight seems to be open http://media.edge-online.com/wp-content/uploads/edgeonline/2013/05/GTA-V-Heists.jpg and definetely a glock held by the guy in the picture little way above http://assets.vr-zone.net/19885/GTA_V_MFT.png -[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 17:00, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Spartan, gun models in video games can differ from their real life counterparts. It looks like a Beretta to me. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 18:47, 3 May 2013 (EDT)&lt;br /&gt;
::Which gun are you talking about, the one pictured immediately above named &amp;quot;File:GTA5 Mystery Gun.jpg&amp;quot;? If so you need to look at [http://media.gtanet.com/gallery/gta-5-screenshots/RSG_GTAV_Screenshot_202.jpg this] image again, as it clearly shows that what looks like a mag from the side is actually a belt bag. Also you have the fact that the front sight and gas block are a match for a Minimi, and what can be seen of the receier in this grainy image is also pretty close. The only obvious differences are the furniture with the stock and handguard being different, and that the scaling is off.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:13, 3 May 2013 (EDT)&lt;br /&gt;
:::Commando, I was actually talking about this pistol: [http://www.thegtaplace.com/images/gtav/screenshots/RSG_GTAV_Screenshot_204.jpg]] --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 20:28, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thats what I already said, since the game obviously has one in it, it's probably a beretta. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 05:59, 4 May 2013 (EDT)&lt;br /&gt;
:I know, I was agreeing with you because Spartan said that it couldn't be a Beretta with the squared trigger guard. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 09:57, 4 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sorry came of a bit rude , I meant to accentuate the fact that beretta is probably what everyone will think it is in the first place since it is confirmed to be in the game and beretta's have that distinct look of the slide,besides there's no reason to believe its some other gun since GTA's have tried to bring multiple weapons (AK's,AR's), instead of doing the COD thing and putting in several AR based ones, since they usually have a limited pool (like 3 in a category I believe) --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 13:09, 4 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
*I was almost going to say it looked like a [[SIG SG 552|SIG552]], but the straight-edge magazine (rather than curved) says otherwise. [[User:Laqueesha|Laqueesha]] ([[User talk:Laqueesha|talk]]) 02:32, 17 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
http://media1.gameinformer.com/imagefeed/screenshots/GrandTheftAutoV/1280%20(1).jpg Looks like a 1911 or Hi-Power in Michael's hand. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:42, 13 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I can almost guaranty that the handgun above is another Beretta. If you look closely you can see the exposed barrel from the cutaway slide and you can barely make out the step in at the end of the barrel which a characteristic shared among all 92-series handguns.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 16:02, 15 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New pictures ==&lt;br /&gt;
&lt;br /&gt;
New pictures of guns in GTA V. [[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ar-15 variant gta v 2.jpg|thumb|none|600px|A very close view of the AR-15 variant.]]&lt;br /&gt;
[[Image:GTAV_RPG.jpg|thumb|none|600px|A RPG-7 based of the Airtronic RPG-7.]]&lt;br /&gt;
[[Image:gta v m134 without green camo.jpg|thumb|none|600px|The handheld GE M134 without it's green finition.]]&lt;br /&gt;
[[Image:strange thing.jpg|thumb|none|600px|Look at the strange object the red guy is holding....]]&lt;br /&gt;
[[Image:gta v lmg (maybe M249).jpg|thumb|none|600px|Another view of the AR-15 variant, this time with a new LMG.]]&lt;br /&gt;
[[Image:franklin's beretta 92fs.jpg|thumb|none|600px|Franklin's Beretta.]]&lt;br /&gt;
does anyone notice that Franklins Beretta has a Glock trigger guard? --[[User:Policerlhpd|Policerlhpd]] ([[User talk:Policerlhpd|talk]]) 03:57, 8 June 2013 (EDT)&lt;br /&gt;
[[Image:mossberg 590 cruiser gta v night.jpg|thumb|none|600px|Franklin at night with his Mossberg 590 Cruiser. I guess this is his favorite weapon.]]&lt;br /&gt;
[[Image:gta v ar-15 variant.jpg|thumb|none|600px|Again, the AR-15 variant. Last time I put it here.]]&lt;br /&gt;
[[Image:gta v mossberg.jpg|thumb|none|600px|Again, the Mossberg.]]&lt;br /&gt;
:[[Image:strange thing.jpg|thumb|none|600px|Look at the strange object the red guy is holding....]]&lt;br /&gt;
:That's a camera. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:40, 4 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup camera 99% (since there is the same one in the SUV), seems that this game will sport gun customization at least color, the green Tavor,the green mini, and now the green shotty. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 09:26, 4 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I see a lot of influence from [[Heat]]. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 03:20, 8 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah probably, but that is the trend in general with GTA's they put in references to movies and pop culture all the time. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 05:04, 8 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
O yea, I know. This isn't my first GTA game by far. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 06:53, 9 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's even right in the game, this time. According to an in-depth preview I watched on YouTube, Michael takes his ideas for heists directly from the game universe's versions of such movies. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:30, 8 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
So is rockstar going to release the preview cause, all I have found right now is people talking for an hour about it .--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 04:50, 11 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:They haven't released any public gameplay demos, no. At least none that I've seen yet. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:20, 11 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As soon as they do, the media's going to be all over it. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 17:22, 11 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Here's a clearer picture of the pistol Franklin is holding in a previous screenshot.&lt;br /&gt;
&lt;br /&gt;
[[File:Gtav pistol franklin.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Looks like some kind of cross between a Beretta and a Desert Eagle. It might be the &amp;quot;pistol .50&amp;quot; being offered as preorder DLC. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:25, 13 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems like a different gun from the one in the above, I mean this probably is just a horrible DE, maybe work in progress, although GTA was never on top in weapons department. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 06:33, 14 June 2013 (EDT&lt;br /&gt;
&lt;br /&gt;
http://www.gtav.net/screenshots/ - collection of official screenshots, might contain some weapons not already talked about. [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
&lt;br /&gt;
== Gameplay Video ==&lt;br /&gt;
&lt;br /&gt;
http://blog.us.playstation.com/2013/07/09/first-grand-theft-auto-v-gameplay-video/&lt;br /&gt;
&lt;br /&gt;
Go ahead and spot 'em. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:58, 9 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Dammit, Rockstar, take my money already! At 3:15, I can see an AW-type sniper rifle, a multi-shot grenade launcher (it looks similar to the hybrid grenade launcher in [[Resident Evil (2002 VG)|Resident Evil Remake]]), and a roll of dynamite in the weapon wheel. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:12, 9 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
http://gyazo.com/946b75dda4df617e58df36a566d7812a.png Got a screencap of Franklin with a tan M82A1M.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:01, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Article on GTA V Gunplay ==&lt;br /&gt;
Found this article about the evolution of GTA V's gunplay on GTA Place. [http://www.gameinformer.com/games/grand_theft_auto_v/b/xbox360/archive/2013/07/09/grand-theft-auto-v-gun-combat.aspx] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:39, 9 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New picture. ==&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5UNKNOWNPIST2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
[[User:Bonshomme|Bonshomme]] 14:00, 10 July 2013 (CDT)&lt;br /&gt;
&lt;br /&gt;
Is that seriously a rail on the side of the slide? [[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 05:27, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Okay, I'm definitely not getting this game! Rockstar has always failed with the guns department (except in Max Payne 3), and that thing looks absolutely hideous. I'm done with the GTA series... Maybe when someone makes a skin mod for the guns, I'll get a copy... -.- --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 08:50, 11 July 2013 (EDT)&lt;br /&gt;
::: Good. That leaves a copy for me. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:01, 11 July 2013 (EDT)&lt;br /&gt;
::::As if there will not be enough copies to go around, eh? --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:56, 11 July 2013 (EDT)&lt;br /&gt;
:::While you are certainly entitled to your opinion and I always consider gun accuracy a +1 for me, incorrect weapon details isn't really much of a reason to not buy a game IMO (hell, I still got my copy of BO1). Again you are entitled to your opinion.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 11:06, 11 July 2013 (EDT)&lt;br /&gt;
:::: While I'm glad you won't be playing the game so as to avoid running into some joyless bother online, it seems to me more likely that the gun is a supposed to be some manner of TDI Kard, than whatever 1911/glock designed solely to offend your sensibilities you think it is. --[[User:Toadvine|Toadvine]] ([[User talk:Toadvine|talk]]) 17:18, 11 July 2013 (EDT)&lt;br /&gt;
:::::You have been playing too much Black Ops 2 if you think there is anything about that remotely resembling a Kard. It obviously has a conventional pistol layout with a slide, and the frame and general outline suggests a 1911. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:25, 11 July 2013 (EDT)&lt;br /&gt;
::::Well, you know what they say: opinions are like assholes, everybody's got one. I'm just sayin' you can't deny the fact that that... ''THING'' looks like a fugly frankengun, that should never see the light of day. I'm still hopin Rockstar has upped their gunplay from previous GTA titles, and made the gunplay (and the guns themselves) in this one a bit more realistic. You know, since they seem to be makin' this game another ground-breakin' masterpiece... Plus, I don't play with naive fanboys... --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 18:42, 11 July 2013 (EDT)&lt;br /&gt;
:::::If you would take the time to look at the trailer and use your words rather than skip to some nonsense about Black Ops 2, a game I haven't played not that it even matters, you might notice that Franklin uses the same pistol later in the trailer, his is fitted with an extended magazine and is seemingly firing on full auto, so, my suggestion that it's TDI Kard, I thought, might make a bit more sense than just losing your mind and writing off a whole title based on the appearance of a single handgun in the game. I can see how that might read as naivete though, I've had the wool pulled over my eyes and have been tricked into accepting a game in spite of the massive flaws it's exhibited in the design of one of it's firearms in a few seconds of footage and a screenshot or two, right?--[[User:Toadvine|Toadvine]] ([[User talk:Toadvine|talk]]) 12:27, 12 July 2013 (EDT)&lt;br /&gt;
::::::Yes. Btw, are you directing that comment to me or Commando552? --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 16:45, 12 July 2013 (EDT)&lt;br /&gt;
:::::::At least some of it was directed at me so will address that part first. If your only evidance for it being a Kard is that it fires on full auto, then you should know that there are many other production pistols that are capable of full auto fire, not to mention the fact that it is possible to convert pistols to full automatic. Regardless of this, it is a game where they can give a gun whatever characteristics they choose so whether or not it is depicted as firing in full auto means nothing in real terms. Secondly, I have to say again it looks absolutely nothing like a Kard. If you can't see this then there is nothing that I can say to change your mind, but when I look at it I see absolutely nothing about the gun that suggests they based anything off of the Kard. If you put a gun to my head and made me take a guess at what it is meant to be I would probably say I highly customised (or very poorly modeled) full auto Glock, or maybe something like an Arsenal Strike One (which is available in FA/burst versions) but the shape is not really anything like one, it is just reminiscent of one if the &amp;quot;rail&amp;quot; on the front of the slide was actually the front slide serrations. In general can everyone chill out a bit about this game, we could do without the GTA talk pages degrading into a bitch fest like the COD ones historically have. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:51, 12 July 2013 (EDT)&lt;br /&gt;
::::::::I have to agree with Commando on the fact that it looks nothing like a Kard. Maybe a fuse of a badly-rendered Glock and a I9II... I also have to agree with Commando on the latter; regardless of my opinion on the possible depiction of guns/gunlay, there's no doubt that GTA V is going to be a great game (knowing Rockstar). Altough I still stand by my comment about not acquiring the game in the future, I realize that I shouldn't have been so outspoken about it, especially here, on the IMFDB. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 22:25, 12 July 2013 (EDT)&lt;br /&gt;
Well, look at MoH:WF, a game with accurate gun play but pretty mediocre everywhere else. Your opinion is yours, but what about Read Dead Redemption?[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:38, 11 July 2013 (EDT)&lt;br /&gt;
:Well don't get me wrong. I care about other elements besides gunplay such as gameplay and story. And as for RDR it was pretty accurate aside from a few minor mistakes.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 12:05, 11 July 2013 (EDT)&lt;br /&gt;
::I agree with you, RDR was, and still is, pretty awesome. I still play it with my friends sometimes. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 18:42, 11 July 2013 (EDT)&lt;br /&gt;
Speaking of rails on the slide, it's been confirmed that we get weapon AND car customization to a pretty nice degree. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:19, 11 July 2013 (EDT)&lt;br /&gt;
::Don't get me wrong, I always enjoy the stories and the messages Rockstar provides in their games. But I've never been a fan of the GTA-gunplay. I'll be going for Saints Row IV this fall, instead of this. At least they don't even TRY to make the game realistic, so the gunplay is WAAAAY over the top. But that just makes it fun. PS. I enjoyed MOH:W... well, to a certain degree.--[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:56, 11 July 2013 (EDT)&lt;br /&gt;
::: Well, the gunplay that we've seen in the trailer (and confirmed in interviews) actually comes much more from Max Payne 3. You can run and gun without needing to aim and slow your movement, as well as switch between hard lock, soft lock, and full free aim in the options to suit your play style. You've still got the cover shooting and blindfiring, but you can actually be mobile in gunfights. There's also new options like being able to get in and out of a car while staying low to take cover behind it, as well as entering and exiting a car already shooting. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:33, 16 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone considered that the pistol above could be a placeholder for something more real.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 15:40, 11 July 2013 (EDT)&lt;br /&gt;
:Its a possibility but given how we're two months away from release its unlikely.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 16:18, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't think it is a placeholder, but I think there is a possibility that it is a bug where the wrong texture is on the model or it is using the low detail distance model or something, as there are several inconsistencies that make not sense. Firstly you have the fact that there is what appears to be a rail (which is scaled way too small) on the side of the slide. Then you have those weird horizontal black lines at the front of the slide and frame. Assuming that the black square at the back is meant to be the slide serrations, they span across both the slide and the top of the frame, which I have never seen on a real pistol. There are generally also lines all over the place on both the slide and frame which have no business being there on either a real gun, or a gun that is suggested by the silhouette of this. To top it off it also looks like it is ejecting rifle sized brass, but this is really the least of its problems. To me this gun looks ''so'' bad that it must be an error or something. It isn't just low detailed or simplified, or with random parts switched out for aesthetics, it actually appears deliberately FUBAR'd for no apparent reason.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:17, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm inclined to agree with Commando. All the guns on the page are designed relatively accurately except this one, which makes me think it's a texture bug. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:22, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
The Pistol is This ? Houge 1911 Avenger System - [[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 22:48, 6 August 2013 (JST)&lt;br /&gt;
[[File:1911 Avenger System.jpg|thumb|none|400px|Hogue 1911 Avenger System]]&lt;br /&gt;
&lt;br /&gt;
== AR 15 reloading ==&lt;br /&gt;
&lt;br /&gt;
Did anyone notice in the new gameplay video that when Franklin pulls the charging handle of his AR15, a empty shell falls ? &lt;br /&gt;
&lt;br /&gt;
Does that means that his gun jammed, or Rockstar Games made a shell fall each time the charging handle is pulled ? [[User:Zebracherub|Zebracherub]] ([[User talk:Zebracherub|talk]]) 10 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Probably the latter. And sign your posts by typing four tildes after them. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:32, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It seems like they're doing the same thing as Metal Gear Solid 4, where Snake always racks the charging handle (ejecting an unfired round if it's a mid-mag reload) to chamber a fresh round after inserting the new magazine. This lets them stay realistically detailed while avoiding the +1 confusing that more casual players would have; keep it simple. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 16:23, 20 July 2013 (EDT)&lt;br /&gt;
::It really is kinda stupid and kinda lazy for animating a reload. Instead of programing someone doing nothing when you do a mid mag reload, they just left the reload animation program run, and I think the extra round coming out is really for the Hollywood effect. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:02, 21 July 2013 (EDT)&lt;br /&gt;
:: It's easier and less resource intensive to add a simple model of a cartridge flying out and use the same animation every time. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:01, 31 July 2013 (EDT) &lt;br /&gt;
Didn't he pull the charging handle a bit too far? [[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 16:20, 17 July 2013 (EDT)&lt;br /&gt;
::Looks pretty normal to me [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:06, 17 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wouldn't also be more confortable to just hit the bolt release ? If doing a mid mag reload, nothing to do because a round is chambered, but it seems more natural to me to just hit the bolt release than racking the charging handle. [[User:Zebracherub|Zbracherub]] ([[User talk:Zebracherub|talk]]) 06:05, 28 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:It would, but this is GTA, where any random joe can hop in and know how to pilot a fighter plane or kill hundreds of people at a time without Homeland Security (or NOOSE, as they're called in-game) locking the city down like Guantanamo Bay NS, so it's not that big a deal IMO. Besides, I'd say this is just Rockstar showing off and proving they're still the pimps of the gaming industry. Aaargh! Why won't September 17th get here sooner?! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:08, 29 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Theres lots of screen shots on the official site, some with weapons (an MP5 being fired by a SWAT member from an SUV). As for the flying part I thought they confirmed only Trevor is good at flying, it is possible there are missions the others learn to do that, SA had them, and we don't really know Niko didn't have any background in flying, Vercetti had little background at all and he was pretty old. As for the killing part most games have that I mean look at shooters even if we ignore the regeneration its quite improbable that one men can take out 20 in open shootout. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 12:32, 29 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nope, all three characters can operate any vehicle in the game, each one is just going to be better in one area than the others. This was confirmed by Rockstar in a Q&amp;amp;A posted on TGTAP forums. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:46, 29 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== CTAR-21 ==&lt;br /&gt;
&lt;br /&gt;
I only noticed after editing the G11 to a CTAR-21, but does nayone know if this is meant to be the same gun just in different builds?&lt;br /&gt;
[[File:GTAVPossibleAUG.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:GTAV TAR-21.jpg|thumb|500px|none|]]&lt;br /&gt;
From the fact that it is someone using the gun firing from a helicopter, at another helicopter, I would assume that this is the same piece of gameplay just with altered models. The confusing thing though is that the picture with the better correctly looking CTAR-21 is from November last year, as opposed to the crappy modded for no reason Tavor which is from a recent gameplay trailer. This would suggest that either the recent gameplay trailers used a '''very''' out of date build, or they deliberately messed with the weapons to make them less correct at some point during development, I would guess for legal reasons.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:05, 6 August 2013 (EDT)&lt;br /&gt;
: It's fully possible that they altered the models to make them look different purely because they liked it better that way. They're making entertainment that looks good, not real-life gun porn. Aesthetic considerations are important. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:43, 15 August 2013 (EDT)&lt;br /&gt;
This is from the multiplayer trailer. It's definitely not in the TAR-21 family.&lt;br /&gt;
[[File:Gta5 online 32.jpg|thumb|500px|none|]]&lt;br /&gt;
&lt;br /&gt;
A new screenshot was released showing a closer shot of the Tavor and it seems to have a P90-style fore-end.&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5-Tavor-Helicopter.jpg|thumb|none|600px]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:06, 7 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Pictures ==&lt;br /&gt;
&lt;br /&gt;
Two new photos have been released of a sniper rifle and that AP Pistol. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:49, 15 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:gtav10.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Image:gtav11.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Also, I need to work at getting some caps from the new multiplayer trailer. But the apparent CTAR-21 (known in-game as the Advanced Rifle) actually doesn't really look like said gun in the final game except in the barest sense.&lt;br /&gt;
&lt;br /&gt;
== New SMG ==&lt;br /&gt;
&lt;br /&gt;
Thanks to iNero from GTA Forums for the picture. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 16:40, 22 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:gtasmg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
:Looks like an oversized MP5A3.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 18:16, 22 August 2013 (EDT)&lt;br /&gt;
:: Highly doubt that. The only part of the shape that really matches an MP5A3 is the stock, and it has a short, straight magazine. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:03, 23 August 2013 (EDT)&lt;br /&gt;
:::Well as for the short mag, Rockstar said that weapon customization is going to be featured. So maybe the 10 round (civilian legal?) magazines is going to be an option. Also straight MP5 mags do exist. [[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 16:47, 23 August 2013 (EDT)&lt;br /&gt;
:::Straight MP5 magazines are older ones, and that doesn't match the pattern. The magwell is also too large for the magazine and it's sticking out at an awkward angle. And again, there's absolutely nothing that actually resembles an MP5 except for maybe the stock. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 17:25, 23 August 2013 (EDT)&lt;br /&gt;
:::Looking at the SMGs currently documented on the site, I think it now looks similar to a [[FAMAE SAF]]&lt;br /&gt;
[[Image:SAF.jpg|thumb|none|400px|FAMAE SAF - 9x19mm]]&lt;br /&gt;
[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 17:33, 23 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Who labeled it a CZ Scorpion EVO 3? Looks a little like in the lower receiver/trigger guard area, but the rest is more MP5/SAF.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:23, 25 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It looks like an MP5 with a sort of super-short G3 handguard. There's a closeup of it on one of the loading screens. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:00, 26 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M82? ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or does the rifle in the first picture of the &amp;quot;Unknown Sniper Rifle&amp;quot; section (the one Franklin is holding on the roof) look a lot like an M82 variant? it has the muzzle brake and what we see of the body has the general shape. I don't have the pic now, but a recently released photo shows the sniper rifle on the weapon wheel photo and it's NOT the same gun. It actually looks closer to an Accuracy International rifle. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 03:39, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's a Barrett all right, check this screencap.&lt;br /&gt;
http://gyazo.com/946b75dda4df617e58df36a566d7812a.png&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:38, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== GTA Online Rifle ==&lt;br /&gt;
Found this over on Grand Theft Wiki.&lt;br /&gt;
&lt;br /&gt;
[[File:GTAOnlineRifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
They have it identified as a SCAR-L, but it's hard to make out. General shape is right for a SCAR, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:58, 2 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MK18 artwork ==&lt;br /&gt;
I separated it from the LR300 section since they clearly aren't the same weapon. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 14:55, 3 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Smith and Wesson M&amp;amp;P or Springfield XD? Can't identify.==&lt;br /&gt;
A person on another forum posted this pic of Michael holding a nickle plated handgun but the view is only from the top. I don't think it's a Glock because of the way the ejection port looks but I might be wrong. I can't see an exposed hammer. Any help?&lt;br /&gt;
&lt;br /&gt;
http://media.gtanet.com/gallery/gta-5-screenshots/fullsize/344.jpg&lt;br /&gt;
&lt;br /&gt;
It could be a colored &amp;quot;AP Pistol&amp;quot;. Paint jobs are among the weapon customization options. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:39, 10 September 2013 (EDT)&lt;br /&gt;
: I don't think so. The side rails on the slide are so thick that they would be visible in this image. On GTA Forums there are suggestions that it's a S&amp;amp;W semi-auto. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 07:59, 10 September 2013 (EDT)&lt;br /&gt;
::The side rails on the AP pistol are just on the texture and not on the model aren't they? With a new skin the AP pistol could look totally different. Either way there isn't enough to go on from that shot to determine what it is.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:17, 10 September 2013 (EDT)&lt;br /&gt;
:: It's difficult to tell. One other thing that makes me less convinced that it's the AP Pistol is that this gun has noticeable sights (The AP Pistol distinctly lacks them in all screenshots), and it seems to have a shorter barrel. It's almost definitely a separate gun, unless the customization options are more in-depth than we thought. Another suggestion might be a Taurus 24/7 or similar, as that gun is striker-fired, definitely comes in that finish, and has a similar sight profile from the top. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 22:03, 10 September 2013 (EDT)&lt;br /&gt;
 &lt;br /&gt;
Side thought - is the AR that Franklin is holding missing the end of the buttstock or is that texture clipping? --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 15:10, 10 September 2013 (EDT)&lt;br /&gt;
: Pretty sure that's just clipping. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 22:03, 10 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Game Guide leak ==&lt;br /&gt;
&lt;br /&gt;
Pics of the official game guide are turning up online.&lt;br /&gt;
http://imgur.com/a/ov4Rc#ZQjg5L3&lt;br /&gt;
http://imgur.com/a/vnbVM&lt;br /&gt;
&lt;br /&gt;
No pics of the SMG or LMG sections yet. If you search for GTA V ammunation on youtube you'll find offscreen footage of a guy walking around the gun shop. You can see some sort of RPK clone on the wall.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 11:53, 12 September 2013 (EDT)&lt;br /&gt;
: No RPK, but the early game machine gun (the &amp;quot;MG&amp;quot;) is pretty much just a PKM. Virtually all of the weapons in the game are already on the page. There's also an Assault Shotgun (which some say looks like a UTS 15 with a box magazine to resemble an AA-12), a sawed-off pump-action that may also be based on a Mossberg 500/590, the Combat Pistol (silver pistol held by Michael in the recently released trio pic, which reminds me of a Taurus PT 24/7 or Ruger P-series like the P97 with a stainless slide), and a Taser. The &amp;quot;unknown pistol&amp;quot; in the article is the PT92, which is apparently chambered in .45 ACP with a standard 12 round magazine. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 00:05, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New SMG ==&lt;br /&gt;
This is an exclusive unlock for joining the Rockstar social club.&lt;br /&gt;
&lt;br /&gt;
[[File:SC SMG.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Not sure what it is myself. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:31, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
As far as I can see, it's 100% fictional. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 05:06, 14 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, seems so. And ugly as hell. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:08, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I see a birdcage flash hider, and the rest looks like the Halo 2/3 Battle Rifle. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 00:11, 17 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Now that you mentioned that, I looked up what Halo battle rifle looks like, and I think this submachine gun might have also borrowed some design decisions from Halo's submachine gun. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 02:09, 17 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It also has a resemblance to the RCP-120 from Perfect Dark. [[User:RadiumMetal|RadiumMetal]] ([[User talk:RadiumMetal|talk]]) 17:21, 22 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Barrett M-107 A1? ==&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5SNIPER1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
The muzzle brake and the right side of the gun, and also the color is very similar to the M-107 A1 than the AS50, is it real?&lt;br /&gt;
&lt;br /&gt;
Check out the Gyazo link in my posts above. If you pause at the right moment, the rifle is a Barrett with a raised full length rail.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:36, 16 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Pistol ==&lt;br /&gt;
&lt;br /&gt;
After unlocking the Combat Pistol in the game and using it quite a bit I'm thinking that it resembles some sort of HK pistol. Initially I thought it was like a USP Compact but I've thought it might be more like a HK45 or HK45c. I'm not sure though as at first I thought it was a Px4. Anyone else have any ideas what it could be? --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 10:39, 20 September 2013 (EDT)&lt;br /&gt;
:The [http://gta.wikia.com/Weapons_in_GTA_V GTA Wiki] lists the combat pistol as the Taurus (well, they say Beretta but we know what they mean), or is that not the case in the final game? Also, that page has a picture of the assault shotgun, which appears to be an [[UTAS UTS-15]] which has been slightly messed with and had a box mag stuck on the bottom.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 11:51, 20 September 2013 (EDT)&lt;br /&gt;
::The basic pistol is the Taurus not the combat pistol. They list the basic pistol as a P99 so it could be that the combat pistol is a P99. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 15:53, 20 September 2013 (EDT)&lt;br /&gt;
::I concur, the Combat Pistol definitely looks like a P99 to me. Glad they didn't rehash the 1911 or Glock again for the umpteenth time (not that I don't love 1911s and Glocks, I very much do ;D ). [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:38, 21 September 2013 (EDT)&lt;br /&gt;
:::Having got a decent look at it today I don't think it's a P99. It's got an exposed hammer and the general shape it more like a Beretta Px4 having taken a much closer look at it. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 18:45, 21 September 2013 (EDT)&lt;br /&gt;
::::I'm only going by a tiny thumbnail (don't have the game) but it looks a bit like a [[CZ-G2000]] with a less sever angles around the trigger. This is pretty similar to the PX4, but I think it is a closer match as it has a square trigger guard and doesn't have an ambi safety (thumbnail I've seen is of the right side which lacks a safety). The profiling of the slide is also closer and the serrations look the same design (although there is one less band at both the front and back). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:37, 25 September 2013 (EDT)&lt;br /&gt;
::::I'd rather say a Px4 at this point. I've seen it up close (I DO have the game) and it looks a lot more like it was based on the Px4. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 13:06, 26 September 2013 (EDT)&lt;br /&gt;
:::::I'm going to say having spend about half an hour moving the camera around trying to get really close shots of it that it is a Px4 more than anything else. The slide profile matches, the frame matches, the back of it matches. The only thing that doesn't match is the width of the slide serrations but that could just be a texture choice. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 12:53, 28 September 2013 (EDT)&lt;br /&gt;
::::::I'm going to venture a guess and say it's a combo of a Px4 and a P99, with the Px4 traits shining out the most. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:05, 28 September 2013 (EDT)&lt;br /&gt;
:::::::I don't know who it was who put the combat pistol as the H&amp;amp;K P2000 but it looks nothing like that. If it looks like any H&amp;amp;K pistol it's either the HK45c or the P30. I'm still leaning towards the Beretta Px4 though. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 08:30, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Picked up the guide yesterday evening while I was out and the &amp;quot;Combat Pistol&amp;quot; shown in it matches the general shape of the P2000, actually. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:20, 29 September 2013 (EDT)&lt;br /&gt;
:No one else sees a bit of the PT-909 in it?&lt;br /&gt;
[[File:Tau.jpg|thumb|none|800px]]&lt;br /&gt;
Remember no gun will be an exact match. They're all tweaked.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 18:10, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
http://gyazo.com/4758e01a97e67d85191a02b267d98a60.png &lt;br /&gt;
The trigger guard and rail look P2000, but the rest resembles the Px4 to me.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:13, 20 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat MG ==&lt;br /&gt;
It's not a Stoner, but rather an M60/M249 hybrid. Basically the stock of an M60, while everything in front of is is M249. Making appropriate changes. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:38, 21 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Guns on the TV programs ==&lt;br /&gt;
&lt;br /&gt;
Killed a bit of time as Michael and watched the TV at his house. One of the channels was a FIB program called 'The Underbelly of Paradise'. One of the highlights was a few weapons on a table and one of the guns was a SIG P220-series pistol. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 21:57, 21 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
There's also a brief shot of an M1911A1 cycling on an old-style crime show/movie and if you watch Jimmy playing ''Righteous Slaughter'' (a CoD/MoH/BF parody) in his room, the game character uses an XCR and a stainless steel Desert Eagle wielded tandem with a knife in the Harris stance. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:08, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
And the preview for the in-game movie ''The Simian'', which I saw while hanging out with Jimmy at a movie theater, has several shots of Hunter attack helicopters and at least one clear shot of the M230 chain gun on one of them. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:25, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What's up with the Carbine Rifle changes?  ==&lt;br /&gt;
&lt;br /&gt;
Uhhh... Guys? The new Carbine really looks like the LR-300 and I thought it was agreed on. I don't know why we needed the change. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:03, 24 September 2013 (EDT)&lt;br /&gt;
:I wasn't the one who changed it, but I 100% agree with the change. First off, it isn't an LR-300 as the overriding unique feature about the LR-300 is that it doesn't have a buffer tube. This gun has a buffer tube. That is before we even get into the fact that the game gun has different furniture and a VLTOR MUR receiver rather than the unique LR-300 one. As with most of the weapons in the game this appears to be a hybrid gun at best, so it can't really be given a proper ID other than a custom AR-15. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:12, 24 September 2013 (EDT)&lt;br /&gt;
:The assault rifle looks like a Hecker &amp;amp; Koch HK416 to me. -[[User:1morey]] September 25, 2013 8:43 AM (EST)&lt;br /&gt;
::It isn't, as far as I can tell there is not a single part on this that matches the HK416: the upper has the brass deflector built into the front of the forward assist like on a VLTOR MUR; the magazine fence on an HK416 is rounded whereas on this it is flat making it look more like one of the many different billet lowers that are available from various manufacturers; the stock is an ACE stocj which appears to be incorrectly depicted as extendable; the handguard is possibly a Daniel Defence MFR, but if not is definitely isn't a piston HK416 one. None of these parts are really perfect matches, but seeing the quality of the models on the other guns this isn't really to be expected.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 09:36, 25 September 2013 (EDT)&lt;br /&gt;
:::Hmm...after looking through the M16 gallery, and the Colt AR-15 identification guide, and doing some googling, It seems like it COULD POSSIBLY be a hybrid of a Daniel Defense MFR and ZM LR-300, while trying to look like a HK416 (beefy handguard and short barrel), I can't shake it, to me it screams Franken-HK416, don't know why. -[[User:1morey]] September 25, 2013 1:02 PM (EST)&lt;br /&gt;
::::Look at the forwards assist and brass deflector area of this gun:[[File:GTAV_AR15.jpg|thumb|600px|none|]]Note how the forward assist is a large flat faced wedge with the plunger coming out the bottom half of it, with a brass deflector attached at the top front corner. Now compare that to the below image:[[File:NovesDiplomat.jpg|thumb|450px|none|Noveske Rifleworks N4 Diplomat with VLTOR Modstock, EOTech sight and Surefire M900 weapon-light fore-grip - 5.56x45mm]]Notice they are a match. This is a unique thing that is only found on VLTOR MUR and VIS upper receivers (one pictured above is a VIS, MUR is the version without a monolithic handguard) and is due to the forward assist being able to be removed and replaced with a blanking plate fitted only with a brass deflector. Both the HK416 and the Z-M variants used different upper receiver designs to this, so it isn't either of them. I doubt that this is any factory gun in particular, it could be that the modellers just picked and chose various parts and stuck them together to make a gun they liked the look of, or it could be modelled off of a real custom gun that somebody has made. I don't get why people seem to think this is a HK416 (not just you, have seen people all over the place call it that) if the only thing they are going on is the fact it has a short barrel and a chunky handguard, there are a hell of a lot of guns that fit this description and are a closer match than an HK416, like this [[Media:POF P-416-11.JPG|Patriot Ordnance Factory P416]] for example.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:27, 25 September 2013 (EDT)&lt;br /&gt;
:All the guns are hybrids, and the game's artists won't be familiar with the internals so I would go with the gun that is most similar in look, even if the similarities are all on the cosmetic parts and the dissimilarities affect the internals. Also the Combat SMG is an MP5 hybrid, not a Scorpion.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 11:15, 26 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== pics of all guns except special edition weapons ==&lt;br /&gt;
&lt;br /&gt;
I went and got the game guide. Here are pics of all the guns.&lt;br /&gt;
&lt;br /&gt;
http://s13.postimg.org/5humxnsfr/gta_Weap.png&lt;br /&gt;
&lt;br /&gt;
[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 15:23, 26 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ANALYSIS: Daniel Defense MFR 9.0 (Airsoft) ==&lt;br /&gt;
&lt;br /&gt;
I've identified the firearm &amp;quot;Carbine Rifle&amp;quot;, I analyzed it done here&lt;br /&gt;
&lt;br /&gt;
[[Image:Socom-Gear-Daniel-Defense-MFR-9-001.jpg|thumb|none|400px|Daniel Defense MFR 9.0 Airsoft]]&lt;br /&gt;
[[Image:Socom-Gear-Daniel-Defense-MFR-9-002.jpg|thumb|none|400px|Daniel Defense MFR 9.0 Airsoft]]&lt;br /&gt;
&lt;br /&gt;
Ace skeleton stock:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ace Stock Medium1.jpg|thumb|none|400px|Ace skeleton Stock]]&lt;br /&gt;
&lt;br /&gt;
Reference: http://jagprecision.com/daniel-defense-m4-mfr-series-from-socom-gear/&lt;br /&gt;
&lt;br /&gt;
PaulD21x (talk) 08:27, 27 September 2013 (VE)&lt;br /&gt;
&lt;br /&gt;
Nailed it, nice.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:58, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not really, look a couple of sections above. The handguard is a Daniel Defence MUR (or at least a close approximation of one), but the upper receiver appears to be a VLTOR and the lower is not a DD one. Also you have the fact that the stock appears to be an Ace ARFX-E &amp;quot;Entry&amp;quot; stock which is the short one but this is fixed and not retractable, whereas this is extended out on the buffer tube like a regular AR-15 carbine style stock (I assume this is more due to ignorance rather than it being based on something else). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:43, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it is a customized gun with a Daniel Defense MFR handguard, VLTOR MUR upper, Brownells 3 pongs flash hidder, the lower looks to be a NorthTech Billet receiver (with de fix trigger guard), the front BUIS is like a Troy Front sight and the rear a A2 type but simplified (or an unknow model), Hogue pistol grip (or any other model) and the ACE stock (but we can see they are nothing to move it because it is a fix stock and not a telescopic, an error).  But it is not a basic model for me. --[[User:ArmaLite15|armalite15]] ([[User talk:Armalite15|talk]])&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Combat Pistol&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Me again, noting that you guys missed a pistol.&lt;br /&gt;
&lt;br /&gt;
Of course, this pistol is simply called the &amp;quot;Combat Pistol&amp;quot; and resembles the Beretta PX4 Storm Subcompact in a way. I have no way of getting screens and I haven't seen any so far. I haven't progressed far enough into the game to unlock it, but it can be viewed at the Ammunation stores if anyone had the game and wants to look. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:12, 27 September 2013 (EDT)&lt;br /&gt;
:No, we haven't missed it. Read a couple discussions above, we're still trying to come to a consensus on what it is. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:51, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah, I see sorry. I missed that discussion. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:03, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Phone shots ==&lt;br /&gt;
&lt;br /&gt;
So I hear you could take snaps using the in-game smart phone. Would it be possible to get some screenshots that way? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:37, 30 September 2013 (EDT)&lt;br /&gt;
:Not sure, you have to sign up to Rockstar Social Network to do it, and I ''bet'' it watermarks them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:45, 30 September 2013 (EDT)&lt;br /&gt;
::Actually there is no watermark, but these pictures are only 640x360, and have a filter added that makes them look like low quality analog picture.--[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 15:34, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't think you can take phone pictures while armed, although you might get some from cops or security guards with guns, and take photos in the Ammu-Nation.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:30, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== In case you're wondering... ==&lt;br /&gt;
&lt;br /&gt;
Cleetus' second hunting mission is bugged (hopefully forever) and when he tells you to hunt the last Elk it lets you wander the entire map with no possibility of triggering a police alert, meaning you can wander around in the military base to your hearts' content. You can keep anything you take by just causing an explosion (''anywhere'' on the map, but the jet's missiles don't count) which will spook the elk and let you quit out of the mission. I can't find anywhere to store the tank that Trevor can own, though. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:49, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm gonna have to exploit that. I've tried constantly to get a Titan, but I can never get it off the ground before a tank blows me up. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:54, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can we just settle on the &amp;quot;Carbine Rifle&amp;quot; by describing the components that it's constructed from? ==&lt;br /&gt;
It's obvious that it's not any named product (like the DDM4 it's currently IDed as but clearly is not), so can we just call it a custom AR-15 (like we do other franken ARs), ID it by its individual components, then be done with it? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:30, 3 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Moving these here for now, since I've changed the Carbine Rifle entry to reflect that it is ''not'' a DDM4.&lt;br /&gt;
[[File:DDM4sbr.jpg|thumb|none|500px|DDM4 300 SBR with Magpul MOE stock, Magpul PMAG magazine, and KAC vertical foregrip - 300 BLK]]&lt;br /&gt;
[[Image:AF02-F-OT-ARFXE-ARULE-5.jpg|thumb|none|450px|Ace Skeleton Stock]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:53, 19 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Beach Bum pistol ==&lt;br /&gt;
&lt;br /&gt;
A new handgun will be added in the next update/free DLC, called the &amp;quot;SNS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
http://s.pro-gmedia.com/videogamer/media/images/xbox360/gta5/screens/gta5_269_605x.jpg&lt;br /&gt;
&lt;br /&gt;
Probably a movie reference, perhaps it's a Walther PP of some form.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:49, 13 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Beach Bum pack is out, the SNS pistol looks like a Heckler &amp;amp; Koch P7 M13 fitted with wood grips and a round trigger guard.[[User:Zebracherub|Zebracherub]] ([[User talk:Zebracherub|talk]]) 20:01, 19 November 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Gun pic on Social Club ==&lt;br /&gt;
&lt;br /&gt;
Close view of the most used gun can be seen in the Social Club.&lt;br /&gt;
&lt;br /&gt;
[[File:SocialClubAR15.jpg]]&lt;br /&gt;
&lt;br /&gt;
This is a Northtech Billet lower, VLTOR Upper, A2 type &amp;quot;simplified&amp;quot; rear sight, ergonomical pistol grip but the upper is strange, it is raised up like the HK-416. And the handguard is very close to the Daniel Defense MFR 9.0..[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 19:43, 17 November 2013&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Carbine Rifle&amp;quot; mounting an image  ==&lt;br /&gt;
&lt;br /&gt;
Since I edited the image from Photoshop, is a mixture: that's to HK-416 - Northtech Billet lower, A2 type &amp;quot;simplified&amp;quot; rear sight, ergonomical pistol grip, Brownells 3 pongs flash hidder, Ace Skeleton Stock And the handguard is the Daniel Defense MFR 9.0 &lt;br /&gt;
[[File:GTAVCARBINERIFLEMIXTURE.jpg|thumb|none|700px]] &lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 21:23, 21 November 2013&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is that a Pimpmygun pistol grip? [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:06, 21 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
No, I'm pretty sure he just Shopped in the grip from the Social Club image above. Also, if you wanted to create a composite, you could have just done an image search for the actual lower receiver used (I found plenty on Bing), because as has been previously stated, '''not a single component on this gun corresponds to the HK416'''. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:39, 22 November 2013 (EST)&lt;br /&gt;
:There is possibly part of an HK416 potentially in there, as in the social club image you can see that the shape of the top rail at the rear steps down ahead of the charging handle like an HK416, which is not the case with a VLTOR MUR which the rest of the receiver is. This composite photoshop just uses a vanilla HK416 upper though which is not correct for the game gun.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:15, 22 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
It's all moot now, because I've solved the image problem. Found this during a Bing search for &amp;quot;gta v carbine rifle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5-Carbine-Rifle-Example.jpg|thumb|none|500px|The in-game &amp;quot;Carbine Rifle&amp;quot; - 5.56x45mm]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:23, 22 November 2013 (EST)&lt;br /&gt;
:On seeing that, it looks like it has an HK416 gas block as well.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:27, 22 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think the rifle may just have an HK416 upper receiver, Daniel Defense has started to make rails for it in the same style as the MFR and it fits on any standard AR lower, so that simplifies the whole description of it being a mishmash of parts. [[User:Recon42|Recon42]] ([[User talk:Recon42|talk]]) 14:11, 7 June 2014 (EDT)&lt;br /&gt;
:Well ok but the image is too old and is not very bad does not seem like a rifle in game, then I'll ride currently photoshop to enhance the pieces, the rest of the firearm. [[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 17:41, 06 September 2014 (VST)&lt;br /&gt;
&lt;br /&gt;
== Combat MG ID and non-player weapons ==&lt;br /&gt;
This is a response to Ultimate94 recently changing the MK46 Mod 0 ID back to Mod 1. The Mod 1 lacks a 12 o'clock Picatinny, using the M249 heat shield instead. This was done, AFAIK, to facilitate the re-inclusion of the carry handle. The Combat MG has a Picatinny rail in this position (albeit a low profile one), which would therefor make it a Mod 0. The weapon render linked to on the GTA Wiki is far too small to discern any details from, so doesn't prove anything.&lt;br /&gt;
&lt;br /&gt;
Why were the non-player weapons added back to the main categories? Every other GTA game on IMFDb is formatted with non-player weapons in a separate &amp;quot;Other&amp;quot; category. What's the objection to this page being the same?&lt;br /&gt;
&lt;br /&gt;
The artwork of Michael holding the MK18 doesn't appear in the game as a loading screen (unlike the Type 56 artwork), so it should be deleted from the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:42, 30 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's been five months now and no one has responded, so I'm moving the non-player weapons to their own category and marking the MK18 artwork for deletion. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:49, 15 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Valentines Day M1928 Thompson ==&lt;br /&gt;
So there's going to be a free Chicago Typewriter coming up.&lt;br /&gt;
http://socialclub.rockstargames.com/news/article/52186/Coming-this-Friday-The-GTA-Online-Valentine-s-Day-Massacr[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:23, 11 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
It's classed as an LMG in-game, with superior stats compared to the PKM (except for mag capacity), making it a good choice for anyone who hasn't unlocked the PKM, or someone who can live without the extra ammo capacity or aim-down-sight zoom (Tommy Gun doesn't get an optic) until they unlock the M249/M60 hybrid --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 03:33, 15 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
You can acquire a PKM in a few places right at the start of the game if you know where to look, though. Inside the gate at the Vagos' compound in East LS, for example (as long as you aren't wearing Families colors, you'll have plenty of time to get in and out before their threats turn into gunfire... usually). You just can't buy any mods for it yet. Quite a few weapons are ripe for the picking if you know where to look, actually. Type 56, MP5, MGL, AW, Minigun (''extremely'' hard to get as it's inside Fort Zancudo, though), Super Shorty, RPG, Assault Shotgun (another hard one to get, as it's pretty deep inside the Altruists' mountain compound), grenades, Jerry can, and Molotov cocktails. The Mossberg Cruiser can be acquired quite easily from police as long as you escape your wanted level quick, or if you happen upon a chase and follow until it erupts into a shootout (the criminals usually win LOL). A Carbine Rifle can also be effortlessly acquired from an isolated Merryweather mercenary at their LS Port &amp;quot;turf&amp;quot; if one is careful (I wouldn't advise trying to get one from the LSPD officers lingering around LS International, though). I like having the Thompson in the game, don't get me wrong, but it's largely a gimmick weapon. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:44, 8 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Removing images ==&lt;br /&gt;
&lt;br /&gt;
I'm in favor of keeping the PKM image on the page, but only because this page is currently incomplete and it's the only screenshot available. I expect a better image will be available when more screencaps are available and the page is completed. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 18:49, 25 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cut weapons ==&lt;br /&gt;
&lt;br /&gt;
So I just found this, worthy of mention in the discussion page at least:&lt;br /&gt;
http://gtaforums.com/topic/678397-the-gta-v-beta-hunt/page-6&lt;br /&gt;
&lt;br /&gt;
In addition to several melee weapons, there are some icons for the XM25, a DMR variant of the AR-15 (seems to be referred to as M14), a HK21, and a SCAR-H.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:44, 26 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
A poster there states they weren't cut, but rather just aren't enabled for player use. So maybe Rockstar is holding them back as future DLC? I'd love to have that AR-15 sniper rifle (which resembles an M110A1, which, AFAIK, is an M110 with the fixed stock replaced with a collapsible one). I always felt the next upgrade from the bolt action should have been a semi-auto .308, with the Barrett placed in the slot with the MGL, RPG, and Minigun, and made to do more damage to vehicles. The stock on the SCAR's in-game render looks like it was taken from the LSAT machine gun, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:29, 26 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== New upcoming DLC ==&lt;br /&gt;
The &amp;quot;Heavy Pistol&amp;quot; and &amp;quot;Special Carbine&amp;quot; will be released next week.&lt;br /&gt;
[[File:GTAV-HeavyPistol-SpecialCarbine.jpg|thumb|none|600px]]&lt;br /&gt;
The carbine is clearly a G36K, but the pistol seems to be a 1911 of some kind. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:23, 27 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From looking at the gun itself and at the Social Club page, I think the pistol looks a lot more like a 1911 than an FNX-45, or maybe some sort of Kimber-esque thing. The grip and grip panels look far more 1911 than FN. Cheers, [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
*EDIT: here's a link that shows the Social Club image, and shows how it more resembles either a regular 1911 or some sort of Kimber-style tactical model: http://gta.wikia.com/Heavy_Pistol [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
&lt;br /&gt;
It most resembles a [[Springfield_Armory_1911_Series#Springfield_Armory_Tactical_Response_Pistol_.28TRP.29|Springfield TRP Operator]] with the slide derived from the OTs-33 to me. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:44, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
definitely looks like a Springfield TRP operator with mabye some cz97 http://www.lipseys.net/images/CZ01411.jpg?maxwidth=520--[[User:Anarchy66660|Anarchy66660]] ([[User talk:Anarchy66660|talk]]) 22:03, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
That's definitely a TRP Operator frame, the new pistol doesn't resemble an FNP very much. The slide looks like a flatter version of a normal 1911.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:43, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Heavy Pistol ==&lt;br /&gt;
&lt;br /&gt;
Could the heavy pistol be an Enterprise Arms Wide Body 1911? &lt;br /&gt;
[[File:Entreprise Wide Body 1911.jpg|thumb|none|350px|]]&lt;br /&gt;
The slide is very flat like the heavy pistol, they both have the full dust cover rail, wide rear cocking serrations, and lack of front cocking. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:14, 8 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
I think you got it, looks dead on to me. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:01, 8 March 2014 (EST)&lt;br /&gt;
:It is pretty close, but I think that is just coincidence. There are a number of differences that suggest it is not based on this gun such as the fibre optic sights, different numbers of slide serrations, lack of a beavertail (or in fact a grip safety at all by the look of it), a seemingly changeable curved backstrap, slanted rather than vertical trigger guard front, different grips, and most definitively the fact that it has a single rather than double stack frame.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:29, 8 March 2014 (EST)&lt;br /&gt;
::None of the guns in the game are exactly modeled after anything. The Taurus has a different number of slide serrations, a different hammer, etc. Hell, look at the &amp;quot;Desert Eagle.&amp;quot; The Heavy Pistol is at least a lot closer to this gun, than the Operator. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:12, 9 March 2014 (EDT)&lt;br /&gt;
:::To me it seems much more likely that the guy who made it simply messed around with a standard 1911 rather than modelling it after a relatively obscure custom gun though. To be honest a lot of the gun IDs on this page are pretty far fetched, in particular the so-called &amp;quot;OTs-33 Pernach&amp;quot; which looks absolutely nothing like one (to me this gun actually looks like it is the bottom half of a 2nd series [[Colt Woodsman]] with some tactical crap slapped on the top). Weapons which appear to be fictional but bear a vague (possibly coincidental) resemblance to something real should not be definitely listed as this (such as saying that &amp;quot;The Enterprise Arms Wide Body 1911, released with the &amp;quot;Business Update&amp;quot; DLC, appears as the Heavy Pistol.&amp;quot; which is not really the case). For most of these guns the proper thing to do would be to have the heading for the section be, for example, &amp;quot;Heavy Pistol&amp;quot; and state underneath that it is a 1911 type pistol bearing some similarities to the Enterprise Arms Wide Body 1911 but with several notably differences. Similarly for the &amp;quot;Special Carbine&amp;quot;, not a single part of that is actually taken from a real Heckler &amp;amp; Koch G36C, it is just a random collection of different parts (some of them real, like the [http://www.fab-defense.com/en/category-pistol-grips/id-1/m16-m4-ar15-tactical-ergonomic-pistol-grip.html FAB Defense AG-43 AR-15 pistol grip]) which have been assembled into the vague shape of a G36C--[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 14:17, 9 March 2014 (EDT)&lt;br /&gt;
::::I think the SpeCarbine has G36K resemblence in the upper receiver/ handguard and top rail, just a lot more flat than the real thing. The AP pistol definitely has a Woodsman grip, the slide was probably incorrectly based on a Kriss KARD. The frame of the SNS pistol resembles the HK P7M10, too.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:23, 2 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bullpup Rifle ==&lt;br /&gt;
It looks like it has a 7.62x39mm AK magazine, so shouldn't it go in the rifles category despite it being classified as an SMG in-game? Same goes for the &amp;quot;Assault SMG&amp;quot;, which clearly has a 20-round AR-15 mag. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:18, 2 April 2014 (EDT)&lt;br /&gt;
:I think it was put in the SMG category by accident, &amp;quot;Bullpup Rifle&amp;quot; clearly indicates it is going to be classified as an assault rifle. Looks like a hybrid of the QBZ-95 and it's B carbine.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:48, 2 April 2014 (EDT)&lt;br /&gt;
:I think that it's a shame that it's a QBZ at all and not the L85 it looked like in one piece of concept art (below) [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
[[File:Gtao-hl-bpr.jpeg]]&lt;br /&gt;
&lt;br /&gt;
http://www.forgottenweapons.com/wp-content/uploads/2013/06/fa03-right.jpg&lt;br /&gt;
&lt;br /&gt;
I think it's a FA 03 (LAPA FA-03).&lt;br /&gt;
&lt;br /&gt;
[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 15:18, 23 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It was probably meant to be an amalgamation, as most of these guns are, as the magazine, handguard, barrel length and rear sight were clearly L85, whereas the front sight and carry handle were FA 03. [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]]) 09:28, 18 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AP Pistol ==&lt;br /&gt;
&lt;br /&gt;
I just saw this on Modern Firearms. http://world.guns.ru/smg/usa/scamp-e.html Does anyone else think the AP Pistol looks more like the Colt SCAMP than the OTs-33 Pernach? [[User:Rockinthecasbah|Rockinthecasbah]] ([[User talk:Rockinthecasbah|talk]]) 18:35, 10 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can't see any resemblance myself, not that it looks like a Pernach either, but it really, really doesn't look like the SCAMP [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
&lt;br /&gt;
There are a few similarities in shape and layout to the SCAMP. The squared slide/frame, the ejection port, the central alignment of the barrel. It's not perfect, but all the guns in this game have had creative licenses taken by the designers. There are no specific similarities between the AP Pistol and the OTs-33. [[User:Rockinthecasbah|Rockinthecasbah]] ([[User talk:Rockinthecasbah|talk]]) 16:37, 15 May 2014 (EDT)&lt;br /&gt;
:Rather than rolling back edits without explanation, work it out here. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:51, 16 May 2014 (EDT)&lt;br /&gt;
::The page is locked again, for one week this time. Like I said, work it out here. Present your arguments and your evidence. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:10, 27 May 2014 (EDT)&lt;br /&gt;
:::Another week and no discussion. Very well. If this edit warring continues, bans will be issued. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:44, 3 June 2014 (EDT)&lt;br /&gt;
::::I think the recipe for this thing is:&lt;br /&gt;
::::*Take a TDI KARD&lt;br /&gt;
::::*Think the thing under the barrel which is actually the action is a LAM and take it off because your game doesn't have LAMs&lt;br /&gt;
::::*Think the charging handle is a cocking serration and turn it into the back of a slide&lt;br /&gt;
::::You now have the AP pistol. SCAMP seems way obscure for a positive ID and it doesn't really look like one anyway. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:30, 17 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Love all the vehicles and weapons as free DLC, I really do, but... ==&lt;br /&gt;
It would be nice if we got something other than just pistols and assault rifles. There's already more of those than any other weapon type. I wish they'd add some of the cut weapons detailed a few sections up (M110-style sniper rifle, XM25-style grenade launcher, etc.) in addition to new stuff. Would love an MP7A1 and a Carl Gustav rocket launcher, for example. Maybe add some new weapon attachments like laser sights and different optics. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:06, 13 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New weapons leaked? ==&lt;br /&gt;
&lt;br /&gt;
Hey I found this surfing web: http://www.se7ensins.com/forums/threads/leaked-future-dlc-weapons.1141769/&lt;br /&gt;
There is a picture showing some icons for weapons that already have been added and some that we will probably see in future.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/S5amZ8I.png - icons&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/F8T96mT.png - textures for weapons&lt;br /&gt;
&lt;br /&gt;
New weapons include: HK21 MG, SCAR-H, pistol and a knife  --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 02:22, 29 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See my post on the cut weapons above, although it's entirely possible the HK21 and SCAR are being re-added from cut content. The pistol looks new, too. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:34, 29 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Snipers rifles ==&lt;br /&gt;
&lt;br /&gt;
Some changes should be made to the sniper rifles on the page, (The page is now indefinitely protected due to edit warring in which I was involved, but I won't change that edit again. Can someone of the admins remove the protection?) The bolt-action sniper rifle in-game is an AWM, not a standard AW, since the weapon model shows a folding stock (although in this case the 10-round mag would be incorrect). As for the &amp;quot;Heavy Sniper&amp;quot;, I think that it's an M82, since the weapon's appearance in-game doesn't seem to match the rail system seen on the M107. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:30, 7 June 2014 (EDT)&lt;br /&gt;
:I've unlocked it. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:48, 7 June 2014 (EDT)&lt;br /&gt;
::As with the vast majority of the guns on this page, it is not a perfect match for any particular AI rifle. However, I would say that it is more accurate to call it a standard AW as opposed to an AWM. If you look at the ejection port it appears to be the shorter one which is on the AW as the recess in the stock beneath is notably larger, as opposed to on the AWM where the port is almost the same size as the recess. Also, just because it has a folding stock does not make it an AWM, they make AWs with folding stocks such as [[Media:Arctic Warfare Folding Stock.jpg|this]], just like they make AWM with fixed stocks like [[Media:AWSM fixed.jpg|this]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:30, 7 June 2014 (EDT)&lt;br /&gt;
:::Mmm... I understand. And what about the Barrett? (And a question: is it ''always'' the case for an AW to have a 10-rd mag and for an AWM to have a 5-rd one? Or can these capacities vary?) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:36, 8 June 2014 (EDT)&lt;br /&gt;
:::Isn't it more accurate to put the Barrett M82 instead of the M107? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:42, 10 June 2014 (EDT)&lt;br /&gt;
::::Not really, as the main difference between the two is the sight rail and the rail used on this matched neither (M82A1 is short raised, M107 is long low). The other difference would be the rear grip on the butt, but as this model is horrifically inaccurate and omits this whole area that doesn't really help. You could say that it is slightly closer to an M82A1 (not M82, that it is the original version which is noticeably different) as the riser for the rail is slotted, but you could also argue that it is closer to an M82A3 as it has a raised rail stopping a couple of inches short of the front of the handguard. I would either just identify it as a &amp;quot;Barrett M82 Series&amp;quot; rifle or (more preferably in my opinion) just call it the &amp;quot;Heavy Sniper&amp;quot; and say that it is based on an M82 series rifle with a number of differences (presence of a cheek rest, lack of a grip on the butt, wrong magazine which looks more like a giant M14 one, different scope rail, odd handguard that looks like it can accept side rails like some AR-15 handguards/monolithic uppers, different muzzle brake, unfluted barrel, etc.). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:18, 10 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carbine Rifle 2.0 ==&lt;br /&gt;
[[File:Tokyo Marui M4 S-System.jpg |thumb|none|600px|Tokyo Marui M4 S-System]]&lt;br /&gt;
It's kinda obvious that the carbine rifle is not based on a specific variant, but here's something resembling it (although the length of the forearm &amp;amp; barrel are obviously different). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:38, 5 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:They're both AR-15 based, but beyond that, the TM S-System bares no resemblance at all to the Carbine Rifle. Handguard is wrong, sights are wrong, barrel length and flash hider are wrong, and receiver components are wrong. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:53, 6 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Piece of advice ==&lt;br /&gt;
If you've bought the Collector's or Special Edition of this game and Rockstar Support suggests you uninstall and reinstall the patches/DLC in response to any problems you're having, '''don't do it'''. I did this after the monster truck, motorcycle, and firework launcher from the Independence Day DLC disappeared from my game and now all my Special Edition bonuses (Desert Eagle, KSG, blimp, and extra weapon tints) are gone and (so far) unrecoverable. :( They gave me $500K GTA bucks for use in GTA Online as compensation (which I'm happy with), but I'm still saddened by the loss of my SE stuff. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:05, 9 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== These guns ==&lt;br /&gt;
&lt;br /&gt;
I can give some leeway to games set in the near future (Black Ops II, Advanced Warfare, Titanfall, Ghost Recon Future Soldier, Homefront, etc.), but these guns look so hideous looking. How can you botch these up so badly? I can understand if Rockstar was trying to make &amp;quot;generic&amp;quot; guns, but they did a good job with GTA IV, RDR, and Max Payne 3, and suddenly they make guns that look like generic rip-offs. - [[User:1morey]] August 14, 2014 7:21 PM (EST)&lt;br /&gt;
&lt;br /&gt;
Gotta agree. I expected better from R*. At least there are still reconizable ones such as the RPG-7 and the Type 56-2.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 19:36, 14 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it's supposed to be the same approach that they take with cars, really. I appreciate the customization and more detailed reloads though.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:26, 14 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have no problem with their looks, as it makes sense from an in-universe perspective to have frankenguns just like they have frankencars, I just wish they'd go all the way and give them less generic names. There are already a few firearm manufacturers named in the game. The MP5, PT92, Combat Pistol, and KSG are made by &amp;quot;Hawk and Little&amp;quot;, and the Carbine Rifle and M82 are made by &amp;quot;Vom Feuer&amp;quot;, for example. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:14, 6 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== New screenshot for Xbox One, Playstation 4 and PC ==&lt;br /&gt;
New screenshots revealed by Rockstar Games for Xbox One, PS4 ​​and PC.&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 21:23, 16 September 2014 (VST)&lt;br /&gt;
&lt;br /&gt;
== Marksman Rifle ==&lt;br /&gt;
&lt;br /&gt;
Although the barrel assembly matches the M14, I think the &amp;quot;Marksman Rifle&amp;quot; has some resemblance to a Ruger Mini-30 in the Clyde Armory SCAR stock&lt;br /&gt;
http://clydearmory.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/c/l/clyde_armory_scar_stock_mini30.jpg&lt;br /&gt;
&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:08, 3 October 2014 (EDT)&lt;br /&gt;
:I personally believe that it was probably modeled off a picture of a Mini-14 with a barrel stabilizer, giving it the look of an M14 gas tube. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 21:32, 3 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Eww ==&lt;br /&gt;
&lt;br /&gt;
Huh. Is it just me, or are the weapon models in this game amazingly ''ugly''? Not Dead Island levels of atrocious, but just kind of...off. --[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 23:28, 27 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== R5? ==&lt;br /&gt;
&lt;br /&gt;
It seems that the carbine rifle has some components similar to that of the [[Remington R5 RGP]] (excluding the handguard and barrel lenght). Any ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:45, 28 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
What specific components are you referring to? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:53, 28 October 2014 (EDT)&lt;br /&gt;
:Only similarity I see is the AAC Blackout flash hider......[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 28 October 2014 (EDT)&lt;br /&gt;
::Yeah, the flash hider, as well as the pistol grip and some receiver components. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 28 October 2014 (EDT)&lt;br /&gt;
:::Which part of the receiver? Thing is, the Ergo Grip and flash hider aren't specific to the R5, so I feel as stated above, the Carbine Rifle is a frankenArmalite of sorts.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:17, 28 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just don't get why people can't accept that this is an unnamed frankengun and not an existing named model. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:31, 16 December 2014 (EST)&lt;br /&gt;
:That's why I talked about some components, not the entire weapon :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:56, 29 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rail Gun ==&lt;br /&gt;
It's one of the current gen exclusives.&lt;br /&gt;
&lt;br /&gt;
[[File:GTAV-RailGun.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
What section on the page should it go on? Launchers? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:24, 28 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First Person Mode  ==&lt;br /&gt;
&lt;br /&gt;
So the weapons look far more detailed in the new version:&lt;br /&gt;
http://www.ign.com/articles/2014/11/04/grand-theft-auto-v-a-new-perspective&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:09, 4 November 2014 (EST)&lt;br /&gt;
:New PC is seeming a better idea every day. Hope it supports SLI properly rather than using some horribly gimped engine like Wolfenstein did. Also hope there's more heist missions in single this time around. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:25, 4 November 2014 (EST)&lt;br /&gt;
::PC version will require 65 gigs of HD space o_O [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 20:54, 15 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Carbine Rifle (Next Gen) ==&lt;br /&gt;
&lt;br /&gt;
See more detailed, appear in the trailer for PS4 and Xbox One). You can see &amp;quot;5.56mm&amp;quot; and others. They are visible, while the previous version (Xbox 360 and PS3) did not like this.&lt;br /&gt;
Puts 0:43 min   https://www.youtube.com/watch?v=kFhkHFSytVU&amp;amp;feature=youtu.be&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 00:24, November 2014 (VST)&lt;br /&gt;
:And first-person model [http://gta.wikia.com/File:VomFreuer-GTAV-reload.jpg here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:26, 11 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== GRAND THEFT AUTO 5 ONLINE HEISTS (FINALLY) REVEALED ==&lt;br /&gt;
&lt;br /&gt;
Here's news from IGN, the incredible video, more weapons, screenshot and others. [http://www.ign.com/articles/2014/12/16/grand-theft-auto-5-online-heists-finally-revealed?watch=&amp;amp;utm_campaign=fbposts&amp;amp;utm_source=facebook here].&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 11:33, 16 December 2014 (VST)&lt;br /&gt;
:So how many more years do you think it'll be before they actually release it? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:09, 16 December 2014 (EST)&lt;br /&gt;
::Only I mean weapons are usable as Browning M2, the Russian DShK. [[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 12:05, 16 December 2014 (VST)&lt;br /&gt;
:::I would imagine the miniguns on the Lynx-like helo are as well. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:28, 16 December 2014 (EST)&lt;br /&gt;
You're right. It took a long time by R*.[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 12:10, 16 December 2014 (VST)&lt;br /&gt;
:Well, in their defense, the programming side of it was probably a ''lot'' harder than the interview lets on. Most gamers are an inconsiderate bunch who don't understand how difficult it really is to make these games. There are millions, possibly ''billions'', of lines of code running in the background and even so much as a single misplaced punctuation mark or simple misspelling can cause the game to crash. I personally would rather have heists ''working correctly'' instead of quick. It's messed up how people out there can decry a game's development process &amp;quot;taking too long&amp;quot;, then complain when they end up with a bug-riddled game. You can either have quick or quality and I prefer the latter. Just to clarify, I'm not targeting anyone here as being like this, I'm just saying. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:28, 16 December 2014 (EST)&lt;br /&gt;
::Naw, that doesn't happen anymore, code's a lot more robust than old systems like BASIC and a lot of the error checking is automated. It's more like your body these days; it's not too hard to get it so it isn't doing quite what it's supposed to, but it takes some effort to outright kill it. And the biggest headaches are PC related because you have to deal with thousands of arbitrary configurations of hardware, drivers and software. Getting a new mode running for a game you spent, what, four years working on and based on an existing engine shouldn't take a year, most likely a lot of resources got eaten up by the next-gen version and heist mode for the last-gens got put on the back burner.&lt;br /&gt;
::Really it's not so much that it's taking too long as that they've spent a year saying it's coming soon. It would have been better if they'd just said it's ''not'' coming soon. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:39, 17 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, '''AIRCRAFT CARRIER'''?! I really hope ''that'' gets stuck off shore somewhere in story mode, though I somehow doubt it :(. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]])&lt;br /&gt;
:Eh, given how much ocean there is, for all we know it could be there now. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:10, 17 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we going to mention the Dillon Aero M134s (with anti-aircraft sights) fitted to the Huey seen in the trailer and screenshots. It also looks to be chin-mounted with a four-barreled variant of the M197 Vulcan, though seeing as how such a variant doesn't exist, I don't know if we just refer to it as a generic autocannon. Cheers, [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]]) 14:34, 3 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Thomspon M1928A1 ==&lt;br /&gt;
&lt;br /&gt;
Maybe it earlier M1921AC Thompson, only with horizontal foregrip?&lt;br /&gt;
&lt;br /&gt;
:An M1921AC with a horizontal foregrip basically ''is'' an M1928A1, aside from internal differences which a videogame gun doesn't have. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:31, 26 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Airsoft replica? ==&lt;br /&gt;
&lt;br /&gt;
http://image.noelshack.com/fichiers/2015/02/1420575808-player-exclusive.jpg&lt;br /&gt;
&lt;br /&gt;
When I was navigating on my statistic page in the social club website, I clicked on the link to have more information about the account transferring (old gen -&amp;gt; current gen) and I saw this drawing.&lt;br /&gt;
&lt;br /&gt;
As you can see, the bottom looks like a high cap airsoft M16 USGI magazine, and the top doesn't have lips, and looks to be the top portion of an airsoft mag.&lt;br /&gt;
&lt;br /&gt;
Maybe some guns in the game were rendered with airsoft model, like the Milkor MGL.&lt;br /&gt;
&lt;br /&gt;
[[User:ArmaLite15|Armalite15]] 21:31, 6 January 2015 (CET)&lt;br /&gt;
:A lot of games use airsoft guns as models to render in-game weapons, so it's incredibly likely that Rockstar did this. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 01:26, 7 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Revolver on billboard ==&lt;br /&gt;
Found this. Colt Anaconda?&lt;br /&gt;
&lt;br /&gt;
[[File:GTAV-Revolver.jpg|thumb|none|600px]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:40, 22 February 2015 (EST)&lt;br /&gt;
: Well, while the frame and cylinder look a bit large, the gun seems to be blued, which, if you want to be technically accurate anyway, would make it a [[Colt Python]]. Anacondas are stainless-steel only. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:47, 22 February 2015 (EST)&lt;br /&gt;
::There's also two Colt SAA's is also present on the San Andreas Park Ranger logo&lt;br /&gt;
:: http://img1.wikia.nocookie.net/__cb20131102155716/gtawiki/images/d/dc/Los-Santos-County-Seal.png [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:20, 22 February 2015 (EST)&lt;br /&gt;
:::Where's this billboard, BTW? Need to find it to replace the shot. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:53, 23 April 2015 (EDT)&lt;br /&gt;
::::I found one on the south side of the Gentry Manor Hotel in West Vinewood, at the intersection of Gentry Lane and Eclipse Boulevard. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:44, 25 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heists Update ==&lt;br /&gt;
&lt;br /&gt;
As of now, everything except for the ability to put a military jeep in your garage is exclusive to GTA Online. Very stupid decision on Rockstar's part, if you ask me. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 23:25, 11 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
The onscreen prompt in SP says new vehicles have been added to your properties, so I'm guessing it's just a bug that will get sorted out in the near future. I'd imagine Rockstar's main focus right now is rightly getting their servers sorted out to handle the high volume of traffic, because millions and millions of players getting on all at the same time is almost guaranteed to cause such problems. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:26, 12 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aircraft Carrier ==&lt;br /&gt;
&lt;br /&gt;
Since the Heist update, we can go into the new aircraft carrier during a mission (and also in freeroam with some exploit but it has been now patched). I saw a lot of missiles, but I can't identify them. There is also a CIWS Pahalanx at the rear part of the landing deck.[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 19:46, 30 March 2015 (CET)&lt;br /&gt;
:I don't think the missiles need to be ID'd, however, the &amp;quot;Savage&amp;quot; and &amp;quot;Valkyrie&amp;quot; helicopters both have Yak 12.7mm nose guns.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:13, 1 April 2015 (EDT)&lt;br /&gt;
::I'd imagine RIM-116 or one of the Sea Sparrow family, ID it in the background if you can get a shot of the box launcher. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:50, 3 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page inaccuracies. ==&lt;br /&gt;
&lt;br /&gt;
First, I'm incredibly certain that the &amp;quot;Makarov PM&amp;quot; in Righeous Slaughter 7 is just a Walther PPK, second, the Colt 1851 Navy's on the Patriot Beer logos are just standard cap-firing LeMat revolvers. [[User:PaperCake|PaperCake]] 16,57 , 17 April 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
What's with the point about the suppressor being removed when drive-by shooting from cars? I remember testing on the Xbox 360, and it wasn't the case. Could it be a bug on the enhanced next-gen version? (at least in FPS view?) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:52, 20 April 2015 (EDT)&lt;br /&gt;
:In first-person when you're shooting from a car, it has no suppressor and it makes the sound of unsuppressed gunfire, I'm fairly sure it's also unsuppressed in third person though I'd have to go back and check to be certain. It's most likely so they don't have to have two sets of animations for using the gun in the car to stop the suppressor clipping through things, or that stopping the suppressor clipping through things required holding the gun model so close you couldn't see it properly. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:24, 20 April 2015 (EDT)&lt;br /&gt;
::Yep, guns fired from cars make their no-suppressor sound in third person too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:09, 21 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== QBZ-95-1 really a Type 86S ==&lt;br /&gt;
&lt;br /&gt;
The Bullpup Rifle/ QBZ-95-1 is really a Type 86S AK Bullpup configuration made in China. You can see the similarities in the stock, the other features are from some other guns, such as the AR15/M16 front sight. [[User:DeadpoolDeadcool|DeadpoolDeadcool]] ([[User talk:DeadpoolDeadcool|talk]]) 23:32, 20 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it's based on the LAPA FA03 for the cooling vent and the front sight (but they preferred to recycle the sight of the carbine in GTA IV), the Type 86 for the rear portion and the QBZ 95 for the middle and front low portion of the rifle.&lt;br /&gt;
&lt;br /&gt;
[[User: ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) &lt;br /&gt;
08:08, 23 April 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
==Last edit (which was an undo of another edit) regarding 'full-auto fire'==&lt;br /&gt;
Though the summary didn't get all of my statement, the reason I changed it back is because A) it sounds like a notable difference between the stated/printed documentation for the game and what is actually in there, and we generally note differences of that sort on pages and B) If you hold down the trigger (or in this case, the mouse/controller button) and you get more than one round fired at a time in any remotely rapid succession it's by definition fully-automatic - The rate of fire being slower is irrelevant; We have noted guns that fire that slowly on the site as fully-automatic because that's what they are. If there's a substantial pause between shots (I'd say a second or so) that's one thing, but if it's just not as fast as most other full-auto guns that's again irrelevant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:34, 17 June 2015 (EDT)&lt;br /&gt;
:Just because you hold down the button to fire multiple shots doesn't make the weapon fully-automatic. Look at most other weapons in the GTA series that share this characteristic, yet are still noted to be semi-auto. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:15, 17 June 2015 (EDT)&lt;br /&gt;
::It's probably worth noting it fires continuously if you hold down the button but is slow enough to be semi-auto, that covers all bases. A lot of games will re-fire semi-automatic weapons after a while if you hold the button down (I think it's something GoldenEye started, the deal there was you could fire pistols much faster by tapping the button than holding it) and this could be reasoned to be the player character pulling the trigger again rather than holding it down. I mean some games will do the button-holding thing with manually operated weapons, and when you have the player character operating a bolt on-screen you can't possibly say it's a fully automatic weapon. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:24, 17 June 2015 (EDT)&lt;br /&gt;
::: ^ Indeed, and that's fine. I'm just saying, a slow-fire rate does not equal ''not'' full-auto, it is just what it is - slow. That said, as I stated, if there is a decent pause between shots, that's different - that can be inferred as semi-auto fire. It just didn't sound like that was the case. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:34, 17 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Just made a Slow Motion video with all details. ==&lt;br /&gt;
https://www.youtube.com/watch?v=04h10L9eMNY&amp;amp;feature=youtu.be (watch in 1080p for the details), be free to do the same thing or to post use it as you want.&lt;br /&gt;
&lt;br /&gt;
Using the Rockstar Editor is very nice to see details of firearms in the game. Also we can see that every hammer fired pistols are DAO. --[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 23:44, 22 June 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
Good video, here's an equivalent in first person (not my video) https://www.youtube.com/watch?v=f3wBvrNTdNA&lt;br /&gt;
--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:36, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lowriders trailer ==&lt;br /&gt;
&lt;br /&gt;
A new update coming soon, and there's at least one new weapon, which looks like TEC-9, but the barrel shield is a bit different. Trailer here https://www.youtube.com/watch?v=E9oOnUNJkBE --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 10:19, 16 October 2015 (EDT)&lt;br /&gt;
[[File:GTAVTEC9-1.jpg|400px|thumb|none|]]&lt;br /&gt;
:Might be they bulked up the shroud to look better with a suppressor, I guess. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 00:17, 17 October 2015 (EDT)&lt;br /&gt;
:Yeah, I'm inclined to say beefed up barrel shroud, too. But yay, we get a classic street thug SMG! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:28, 17 October 2015 (EDT)&lt;br /&gt;
::I rather see a Mac-10 but oh well. Never liked the look of the Tec-9. (also i did not the Tec-9 was actually from sweden to begin with, that feels weird)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:12, 17 October 2015 (EDT)&lt;br /&gt;
:::It resembles the original [[TEC-9]] is '''very distantly''': [http://gta.wikia.com/wiki/File:MachinePistol-GTAV.png]. I would even say that this &amp;quot;TEC-9&amp;quot; with the original nothing in common except the ''name''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 22:04, 07 November 2015 (UTC+2)&lt;br /&gt;
::::If anything, that gun looks more like a Calico, based on the grip design. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:47, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Heavy Revolver...only in GTA Online? ==&lt;br /&gt;
So they finally add a revolver to the game...and restrict it to GTA Online? What the @$%*, Rockstar?! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:56, 25 January 2016 (EST)&lt;br /&gt;
:Yeah it's lame, but then again, the revolver's pretty lame too. BTW if you're playing this on PC you can just a use a trainer in order to give yerself the revolver. If you're on console, then you're fucked.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:15, 26 January 2016 (EST)&lt;br /&gt;
::Yeah, I'm on console. The only thing I can play on PC with any amount of success are RTS games like Total War. I just can't get the hang of keyboard controls. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:32, 26 January 2016 (EST)&lt;br /&gt;
:::Honestly I think the Thompson Contender pistol shoots as fast as the revolver does. Maybe you could use it in the Rockstar Editor/map maker.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:32, 26 January 2016 (EST)&lt;br /&gt;
::::360 and PS4 controllers work on PC and GTA V has full controller support--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:37, 26 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
Sorry for the crappy picture- I had more pics that got eaten somehow. What are yall's opinion on this gun?&lt;br /&gt;
[[File:GTA_5_Double_Barrel_Shotgun.jpeg|500px|thumb|none|This Stalker needs to get out of here- this is GTA!]]&lt;br /&gt;
[[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:09, 15 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Compact Rifle&amp;quot;==&lt;br /&gt;
Here are a few reference pics for the new rifle. I don't ever feel comfortable trying to figure out Kalashnikovs and their clones, so I'll let the experts handle this one. &lt;br /&gt;
[[File:GTA_5_Compact_Rifle.jpg|500px|thumb|none|first person]]&lt;br /&gt;
[[File:GTA_5_Compact_Rifle2.jpg|500px|thumb|none|Now a Metro ranger!]]&lt;br /&gt;
[[File:GTA_V_Compact_Rifle.jpg|500px|thumb|none|and just a vanity pic with alt gas mask at this point. If I had framed the shot better it would look like he had a halo. Or at least an idea. ]]&lt;br /&gt;
[[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:27, 15 March 2016 (EDT)&lt;br /&gt;
:How did you get the gas mask/helmet combo? Gun looks like an AKMSU with no stock.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:29, 15 March 2016 (EDT)&lt;br /&gt;
::I thought so, but was afraid to ask. Also, for the mask/helmet combo, watch this vid: https://www.youtube.com/watch?v=8IgvMnn1gx4  [[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:42, 15 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
And story mode gets nothing from the new update YET AGAIN. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:33, 15 March 2016 (EDT)&lt;br /&gt;
:Don't bet on any Single player DLC anytime [http://kotaku.com/no-wonder-gta-v-hasnt-gotten-any-single-player-dlc-yet-1757189298 soon.]--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 07:27, 16 March 2016 (EDT)&lt;br /&gt;
::I'm not talking about a complete expansion like GTA IV and RDR got, I'm talking about simply making new weapons and vehicles available for use in story mode. I seriously doubt it would take all that much effort or cost to do so and it at least gives the ''illusion'' that those who prefer story mode might still matter a little bit. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:42, 16 March 2016 (EDT)&lt;br /&gt;
:::I agree that it is lame that they have stopped adding guns to the single player. I'm not surprised however, since that gun wall is full now. Although if you are playing on PC you can use a trainer to just give yourself these new guns for free.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:35, 16 March 2016 (EDT)&lt;br /&gt;
::::Actually the Ammu Nation wall has been rearranged in both single and multiplayer so there's several slots still left.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:09, 16 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy revolver= air gun? ==&lt;br /&gt;
&lt;br /&gt;
The heavy revolver heavily resembles the ASG Dan wesson air pistol. The barrel, grips and even the location of the logo on the grip are almost identical. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 13:00, 8 June 2016 (EDT)&lt;br /&gt;
:I think you are right about the frame and grip, though the barrel definitely matches the Taurus a lot more (note the number of vent holes and compensation cuts.)--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 22 July 2016 (EDT)&lt;br /&gt;
::You're definitely right about the vents etc but to me it looks like the barrel profile is a lot slimmer than the Taurus and closer to the ASG, though they could've simply stretched a Taurus barrel to make it longer without adjusting the proportions. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 08:09, 7 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Regarding the AP pistol==&lt;br /&gt;
&lt;br /&gt;
Obviously it's a frankengun like other weapons in the game and doesn't have a real counterpart, but still... Doesn't it have some slight resemblance to the [[Arsenal Strike One]]? Thing is we need to have a compromise on this, since apparently a lot of users disagree about the resemblance with the Colt SCAMP currently stated in the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:49, 22 July 2016 (EDT)&lt;br /&gt;
:Not really other than both have a square slide with the serrations in roughly the same place. I think it's safest to put it down as a TDI Kard that some goof thought worked like a typical handgun with a slide, mated on top of a 1911 style frame and grip (though the grip angle is very reminiscent of a Colt Woodsman), the resulting abomination does kinda bear some resemblence to the Scamp overall coincidentally. On another related note, I have played the IAA building retrieval mission on both X360 and Xbone and don't ever recall the pistol firing in bursts.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 22 July 2016 (EDT)&lt;br /&gt;
::Same here, played it on PS3 and 4, can't remember it firing in bursts.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:25, 22 July 2016 (EDT)&lt;br /&gt;
:::Yes it does; by playing the rappelling part you should notice a delay between every three shots (it's even more noticeable when using Michael's slow-mo special ability). Thing is you need to hold down the firing button in order to fire full bursts (which is a more realistic representation of burst firing mode, aside from the fact that here you fire successive bursts by holding down the button), unlike usual video games where one trigger pull automatically fires three shots. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 02:47, 23 July 2016 (EDT)&lt;br /&gt;
::::Ah, I tried it and does indeed fire in bursts, the RPM is incredibly slow though so I guess it's hard to tell unless you're trying to spray all the IAA goons down at once.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:56, 26 July 2016 (EDT)&lt;br /&gt;
::::::It's not '''that''' slow actually (though it's much slower than real burst-firing pistols). To test it, all you have to do is &amp;lt;s&amp;gt;follow the damn train, CJ&amp;lt;/s&amp;gt; kill all the IAA agents except one, and then freely fire your weapon in the air while hanging from the rope (works better if you have extended mag on it). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:15, 2 November 2016 (EDT)&lt;br /&gt;
:::::::Don't forget to order two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:37, 2 November 2016 (EDT)&lt;br /&gt;
::::::::&amp;quot;Hey, I'm just finishing my fries!&amp;quot; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 19:56, 2 November 2016 (EDT)&lt;br /&gt;
:::::Could the AP Pistol on some level be based on this? Its a Kalashnikov Concern PL-14 &amp;quot;Lebedev&amp;quot;. [[File: PL-14 Lebedev.jpg|none|250px|thumb]] [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 17:28, 3 September 2016 (EDT)&lt;br /&gt;
::::::Doubt it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:28, 3 September 2016 (EDT)&lt;br /&gt;
:::::::Not at all; the slide, serrations, pistol grip and trigger guard are all different. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 4 September 2016 (EDT)&lt;br /&gt;
::::::::I think this game also predates that pistol by a couple of years doesn't it?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 09:02, 4 September 2016 (EDT)&lt;br /&gt;
:::::::::Yeah, the GTA V pistol predates the Lebedev by at least a year.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:02, 4 September 2016 (EDT)&lt;br /&gt;
:::::::::: What about the crosman marksman 10/10? The slide is almsot identical, minus the rails. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 04:32, 14 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Colt Junior ==&lt;br /&gt;
&lt;br /&gt;
Am I missing something or does the SNS pistol have absolutely nothing in common with the Colt, other than them both being of a similar size. I can see the P7 link, it's almost identical apart from the hammer and trigger guard, just can't see any similarities with the colt. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:03, 13 December 2016 (EST)&lt;br /&gt;
:I left it that way from when it was indexed as a Colt Junior and AMT Backup mix (it had very little resemblance to the latter). The extractor and ejection port match the Junior a bit more than the P7.&lt;br /&gt;
:: Extractors and ports are hardly unique, you could find thousands of guns that match the extractor and ejection port. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 10:02, 14 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== JB 700 guns ==&lt;br /&gt;
&lt;br /&gt;
Someone could ID them? The game is avaiable since 2013 and nobody had add them. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:51, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, they're just kind of generic machine guns, they don't look like anything in particular. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:48, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
Well they still be firearms. Also somebody can ID Proximity Mines? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:45, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Question about Homing Missile ==&lt;br /&gt;
&lt;br /&gt;
Would be possible to made the ingame Homing Missile in real life? Muzzle loaded, and so on... --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:55, 9 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not really. A typical MANPADS is almost the entire length of the launcher, and little fat muzzleloading RPG-7-style rocket with no fins wouldn't really be able to steer itself. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:20, 9 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Firework Launcher question ==&lt;br /&gt;
&lt;br /&gt;
How can I build one in RL?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:53, 25 January 2017 (EST)&lt;br /&gt;
:Step Number One: Don't.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:18, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Would use the same mechanism as RPG-7, I think. And is legal.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:20, 25 January 2017 (EST)&lt;br /&gt;
:By all means, please try and tell us what happens when you try to imitate something from Grand Theft Auto.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:42, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
A theory of mine, think that I would end wasted.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:03, 26 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:You have Rammstein [http://youtu.be/98RYXRN8GTM?t=183 using a firework-launching crossbow] during one of their concerts... and then there's [http://youtu.be/JcFh177fqu0 this guy] :D --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:45, 21 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Attachments ==&lt;br /&gt;
&lt;br /&gt;
Someone known the Real Life Brand of the various accessories and scopes mounted on sniper rifles in this game? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:16, 16 February 2017 (EST)&lt;br /&gt;
:I don't actually play the game, but I know that an ELCAN Spectre and Magpul AFG can be mounted on the AR15.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 14:24, 16 February 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: Carbine Rifle belt box ==&lt;br /&gt;
&lt;br /&gt;
The use of a belt box for the Carbine Rifle isn't that ridiculous seeing as how there are belt-feed conversion kits available for AR-15/M16 pattern rifles in real life.&lt;br /&gt;
&lt;br /&gt;
:Firstly, when posting something on a discussion page remember to sign and timestamp it by typing &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; at the end of your post, or by just clicking the &amp;quot;Signature and timestamp&amp;quot; button at the top of the edit window. As for the question, it is still kind of ridiculous if you are fitting a belt box onto a gun with a regular upper that isn't set up to take a belt. Either way, I think that what they modelled it on actually isn't a belt box per se, but rather one of those super high capacity Airsoft hopper magazines like [http://cdn1.evike.com/images/large/mag-ak-m4-5000-2.jpg this one].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:10, 19 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why would a real steel version of that be ridiculous? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:58, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Do you mean a real steel version of the Airsoft hopper magazine I linked to above? If so, it is pretty much impossible to make a design that looks like this work practically for a real gun, as there is no logical way that it could actually store the rounds and feed them. Drum magazine are round because they have a spindle that rotates to push the rounds up a feed chute, a square magazine that looked like this would would only work if it was just a drum on the inside with wasted dead space in the corners. The especially nonsensical part is the thin section on the left that goes up the side of the magazine well, which only makes sense on the Airsoft magazine as it is jsut a gravity fed hopper with a motorised gadget at the bottom that gathers the loose BBs. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:15, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
And if worked with a stacked magazine-like mechanism?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:45, 20 April 2017 (EDT)&lt;br /&gt;
:Whatever the internal arrangement the bullets would still have to feed into the magazine well, so everything above the bottom of the magazine well would be very difficult (impossible  most likely) to actually use. The whole thing is about the width of 5 regular magazines, so that would make a magazine like this something like a 10 to 12 stack mag. The most that anybody has ever done that I am aware of is a quad stack magazine, and anything more than this would be incredibly difficult to make work due to the complexity of the internal geometry and the follower/followers you would need. I doubt that there is a way that you could feasibly get 10 different columns of rounds to narrow down to two in a standard STANAG mag well and have it be even remotely reliable. If it has 8 stacks, you would have to do something like start with 4 double stack columns, then merge them in pairs down to 2 double stacks, and then merge them again to a single double stack that would fit in a magazine well. The problem with this is that the followers would need to made of chains of dummy rounds that would be horrendously complicated and most likely jam prone, and I also doubt that you would be able to load them reliable with the rounds actually going into the columns you want them to in order to fill it to capacity. Regardless, if you could do it would end up being a bizarre triangular thing rather than the square box shown here.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:45, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
== Finally a gun-based DLC! ==&lt;br /&gt;
&lt;br /&gt;
It will come in June, a BTR-esque APC  and a heavily modded Type 56-2 (or maybe a different model) are shown.Finally, after all the idiotic updates! Even released in  my birthday! Kurwa, yeah![[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:11, 27 May 2017&lt;br /&gt;
&lt;br /&gt;
Too bad I won't ever get to touch them since they apparently gave a middle finger to story mode players some time back. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:45, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
And dont forget the gave another to players who are too poor (like me) to afford to change the consoles from 7th to 8th gen...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:49, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rockstar has stated that they can't do anymore updates to the 7th gen version of the game without compromising stability[https://www.vg247.com/2015/09/10/gta-online-updates-stopped-ps3-xbox-360/]. At least you've gotten an explanation for why they stopped. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:28, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I knew that since the I Gotten Gains 2 update, but since I spent 60€ I found it a bit dishonest since I would spend +300€ circa just to play a game that doesnt update Story anymore... anyway... seems that weapons could be a Rockstar-style version of the [[AK-12]] or a modded Type 56-2(?)...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:47, 4 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
FLASH NEWS! The update seems to just add accessories, (new stocks,open red dots and muzzle brakes for sure),so is a  Type 56-2 and I saw a M60 variant (the handguard is too long for the Minimi hybrid...)--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:47, 4 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Will be released in 13 June.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:08, 8 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mounted DLC Flak Cannon ID... ==&lt;br /&gt;
&lt;br /&gt;
There is a trailer that come in 2 variants : SAM missiles launcher and Quad Machine Gun mount.&lt;br /&gt;
I would guess the machine guns are M2s but they look to thin... anyone know what they are?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:30, 13 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
My bad, the trailer come in 3 variant. There's a M2 version, I just misID the flaks... somebody can ID them? I m very bad IDing artillery and cannons...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:06, 14 June 2017 (EDT)&lt;br /&gt;
:Would you mind linking and/or posting a picture, please? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:39, 14 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's some videos by GTASeries on it, but I can tell what the cannons are. The main dual flak guns are Oerlikon 20mm's in a dual mount like you would see on WWII-era battleships, except it's fitted with a gunshield and anti-air sight. The other &amp;quot;Quad 20mm&amp;quot; is actually another WWII weapon, a M51 Quad AA mount, although with a much simpler gun sight. The other mounted weapons seem to be based off of in-game player guns like the PKM and the Minigun, although I'm just sad Rockstar didn't give us the ultimate Redneck car: An El Camino with a mounted .50. --[[User:PaperCake|PaperCake]] 12:02, 14 June 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Thank you, PaperCake! I dont have the next-gen version of the game, so I can't provide pics. Well if you think that dont add a El Camino is sad, thing that they add a AWESOME Dartz Kombat (which I dont understood if is Russian/Estonian/Latvian/Whateverian)...&lt;br /&gt;
...just for use it in one mission only 😐. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:03, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
A friend gave me pic of the Mk.2 guns.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 05:34, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pistol Mk2 ID ==&lt;br /&gt;
&lt;br /&gt;
I dont think is a PT92AF anymore. Is too different. Look likes one of these new pistols. Any idea of what is it?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:46, 17 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Please help ID==&lt;br /&gt;
[[File:GTAV-Trevor-sniper.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GTAV-Trevor-sniper-2.jpg|thumb|none|300px]]&lt;br /&gt;
--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:06, 16 September 2017 (EDT)&lt;br /&gt;
:Well, it started out with an LE-stocked AR-15-type rifle, with a fully-fenced lower and an upper with no case deflector and what looks as though it once had a forward assist that was later removed, but the front end just seems like it's from something else; it kinda gives me Arctic Warfare vibes, but there's not enough visible detail to be certain. Well, at least Trevor's got good trigger discipline (although, considering he's a mentally unstable drug addict, that actually seems a bit out of character for him). Any other ideas? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:33, 16 September 2017 (EDT)&lt;br /&gt;
::The front of the weapon did remind me of the AW at first. The rest of the weapon could have some elements in common with the M110 SASS that was cut from the game... except that some things like the handguard are completely different. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:43, 19 September 2017 (EDT)&lt;br /&gt;
:::The artist probably started drawing a Mark 18 like the ones seen in the other art works, then tried to turn it into the AWM that Trevor uses in the mission. Obviously this isn't a real rifle.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:27, 19 September 2017 (EDT)&lt;br /&gt;
::::Well this horrible frankenrifle in this _not_ art-work is a bolt action.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 01:31, 21 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Loading screen guns  ==&lt;br /&gt;
&lt;br /&gt;
We see trevor with a standard 1911 and a modified l85a2 (note the comma shaped charging handle) in these 2 images. [https://www.google.co.uk/search?q=gta+v+loading+screen&amp;amp;client=tablet-android-samsung&amp;amp;prmd=ivn&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjB1-q5sMbYAhWS_qQKHXF8ARUQ_AUIESgB&amp;amp;biw=600&amp;amp;bih=1024#imgrc=Rd7ffoE2NAgunM: L85] [https://www.google.co.uk/search?q=trevor+loading+screen&amp;amp;client=tablet-android-samsung&amp;amp;prmd=ivn&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwiN0Me0r8bYAhWML1AKHd84C3YQ_AUIESgB&amp;amp;biw=600&amp;amp;bih=1024#imgrc=PC_UYE4MrU8KDM: 1911]. Should these be added? If we're including something as obscure as a logo on a box of ammo then surely a loading screen counts? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:37, 7 January 2018 (EST)&lt;br /&gt;
:I'd say that they qualify for inclusion, but I'd like to see the L85 image, because clicking on that link just sends me to the Google search for &amp;quot;GTA V loading screen&amp;quot;. Also, I'm pretty sure that one of the loading screens includes a full-sized Glock. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:17, 7 January 2018 (EST)&lt;br /&gt;
::The L85 is already on this page. Scroll up to the “Bullpup Rifle” discussion. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:40, 7 January 2018 (EST)&lt;br /&gt;
:::Not sure why that isn't working, I tested both links before adding the topic. But as Gumby said,the pic is already on here so it doesn't really matter --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 22:56, 7 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
==Type 56-2==&lt;br /&gt;
The weapon's front sight is really weird. By looking [http://gta.wikia.com/wiki/File:AssaultRifle-GTAV.png here], you can notice that it looks like an AKM's narrower front sight, except that it's hooded like that of the Type 56, while [http://gta.wikia.com/wiki/File:AssaultRifleMkII-GTAV.png the Mk II version] has a non-circled front sight (making it resemble even more the AKM's sight), but the bayonet lug position of both versions still match that of the Type 56-2 and the AK-47. What kind of compromise are we gonna make for this? (On another note, the Mk II version also the AKM's ribbed receiver cover and a pistol grip sorta similar to it, but still retains the Type 56's gas tube &amp;amp; block). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 22 January 2018 (EST)&lt;br /&gt;
:I'd just leave it as is and make a note of the AK47-like components on the Mark II entry.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:29, 22 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Everything Ejects .223 Casings(?) ==&lt;br /&gt;
&lt;br /&gt;
About a week ago, I was just casually playing GTA V in first person, I got into a gunfight and used the &amp;quot;Pistol&amp;quot; to end it, but as I fired it, I noticed something very weird.. The spent casings being ejected from the gun looked as if they belonged to a .223, not a 9mm. Soon after, I checked to see if this was the same for every other handgun, the &amp;quot;Combat Pistol&amp;quot; ejected .223, so did the Desert Eagle, the &amp;quot;SNS Pistol&amp;quot;, &amp;quot;Vintage Pistol&amp;quot;, &amp;quot;Heavy Pistol&amp;quot;, and &amp;quot;AP Pistol&amp;quot; too! I checked all the Machineguns, Submachine-Guns, and Rifles too. The Thompson, MP5, TEC-9, Minimi, PKM, everything spat out .223 cases. The Norinco and that &amp;quot;Bullpup Rifle&amp;quot; both spat .223 as well. I found that only the guns in the Sniper Rifle and Shotgun categories weren't ejecting .223. Has anyone else noticed this in their games? I can't have been the first one to see it.&lt;br /&gt;
&lt;br /&gt;
[[Image:.2239mm.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
Is because Rockstar thought that is better recicle the model and use it for all,made a lot of case models. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:50, 5 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding the Glock &amp;quot;23&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/5of6KrLNRnE?t=2m14s&lt;br /&gt;
Timestamped but TL;DR. The Glock Model removed from the holster is stated as a Glock 38, anyone want to back this lead and revise the article?&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Grand_Theft_Auto_V&amp;diff=1202349</id>
		<title>Talk:Grand Theft Auto V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Grand_Theft_Auto_V&amp;diff=1202349"/>
		<updated>2018-07-29T02:54:18Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Regarding the Glock &amp;quot;23&amp;quot; */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== new page and type 56-2 ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
I made this kinda quick. Didn't have a lot of time to check errors.&lt;br /&gt;
I'm relatively new to the editing in this site. So if any veteran&lt;br /&gt;
around with more knowledge could help improve the article would be indeed&lt;br /&gt;
great.&lt;br /&gt;
When it comes to the weapon, I believe it's a Norinco Type 56-2 since the stock&lt;br /&gt;
looks like the one in a Type 56-2. Otherwise correct if I'm wrong.&lt;br /&gt;
Also one of the guys seems to have a laser sight. Don't know which sort though&lt;br /&gt;
[[User:Santos|Santos]] 17:08, 2 November 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
The rifles seem to have some sort of rail system on them... which I think is a shame--[[User:Gran28|Gran28]] 10:55, 3 November 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Most likely is the handguard with picatinny rails. The guy knocking on the van leading those other two men, seems to have a laser sight attached to it. This is a handguard is from FAB-Defense. http://www.fab-defense.com/images/big-details/ak-47-1.jpg&lt;br /&gt;
&lt;br /&gt;
One of the screenshots mentions &amp;quot;excellent&amp;quot; trigger discipline, to me it looks like his finger is actually on the trigger as there is a small curve in the shape of the finger, I wouldn't refer to that as excellent trigger discipline. --[[User:Cool-breeze|cool-breeze]] 14:42, 1 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
:To me it looks like the guy is holding his finger just slightly above the trigger area, not excellent but still better than most games have, to be honest the only game i can remember that had great trigger discipline was MGS4 where Snake kept his finger completely off the triggers of all weapons unless he was aiming them, but i think that since they're both video games, bad trigger discipline can be excused since i doubt developers want to spend who knows how many hours giving every character separate finger animations for trigger discipline, and also there is the fact that the character can have their fingers wrapped around the triggers, but the players have theirs completely off the fire button, so essentially, it's our own 'trigger' discipline that video game characters have (least that's how i see it)  we should save the bad trigger discipline arguments for movies.[[User:Kornflakes89|Kornflakes89]] 16:26, 8 March 2012 (CST)&lt;br /&gt;
::Add ''[[ArmA 2]]'' to the list of games with excellent trigger discipline. [[User:Laqueesha|Laqueesha]] ([[User talk:Laqueesha|talk]]) 03:55, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4? ==&lt;br /&gt;
&lt;br /&gt;
Help to identify; looks like a M4 rifle with longer (?) and suppressed barrel. [[User:Pawelm|Pawelm]] ([[User talk:Pawelm|talk]]) 13:55, 10 November 2012 (EST)&lt;br /&gt;
[[Image:GTA5_AR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
I would say that it has a shorter barrel than an M4A1. I would say it's a suppressed [[Mk. 18 Mod 0]]. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 14:21, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Suppressor resembles an AAC model which covers more of the barrel than the KAC suppressors we commonly see, so it's possible it could still be an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:10, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:If it was an M4 length barrel, there would be no suppressor left to actually trap the gas to suppress the weapon. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 22:24, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
looks like it has the older CAR-15 style stock [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:38, 11 November 2012 (EST)&lt;br /&gt;
:What people refer to as CAR-15s (XM177, XM177E1, XM177E2 etc) were fitted with a stock that was made of aluminium with a black polymer coating as seen [[Colt_AR-15_Identification_Guide#2nd_Generation_Collapsible|here]]. Later Colt carbines up to and including the M4 had a synthetic fiberlite stock as seen [[Colt_AR-15_Identification_Guide#3rd_Generation_Collapsible|here]]. The easiest way to tell them apart are the vertical reinforcing ribs that are present on the side of the fiberlite stock, which are present in the game gun. As this stock can be found on Mk. 18s, Model 933s and M4s (all of which this gun could be depending on how the suppressor fits) that doesn't really help. However as the gun has the slim handguard rather than the thicker double heat shield M4 handguard, my best guess would be a Mk. 18. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:03, 11 November 2012 (EST)&lt;br /&gt;
::What I think he meant was this is the 3rd Gen stock, the four-position plastic, not the newer six-position.--[[User:Sangheili1155|Sangheili1155]] ([[User talk:Sangheili1155|talk]]) 02:43, 12 November 2012 (EST)&lt;br /&gt;
I've seen scans that show one of the other characters holding that weapon without a suppressor on it. I'd definitely go with Mk.18 --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 01:12, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm sure that this is why this image is in this section, but I cant believe these animated pictures as validation for the weapons in the game. GTA IV had MANY weapons in the loading screens that for what ever reason never made it to the final product.--[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 20:05, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:Check the [[Grand Theft Auto IV]] page and you'll notice we include loading screen weapons on it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:16, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::If a weapon is in the game and can be identified, then it should be identified. This includes artwork, loading screens, stock footage, in-game posters, whatever; if it's a clear and identifiable shot it's included. Weapons only seen in previews can also be included as long as the image is from a legitimate source and not leaked. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:52, 20 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Cover for the latest Game Informer magazine. You can see the suppressor is missing but the muzzle and the barrel is missing [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 14:03, 28 November 2012 (EST)&lt;br /&gt;
[[Image:GTA5_AR2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Selection hope==&lt;br /&gt;
&lt;br /&gt;
So I don't know about most of you, but one of the worst aspects to these games is the frank lack of weapons for which you to use. I am not saying that the game doesn't need 100 different firearms, but there is no need to use the low level weapons once the higher tier weapons are unlocked (compare the Glock and Desert Eagle in GTA IV, how often do you use the Glock after unlocking). If nothing else I hope that this game has at least 3-4 variations in firearm. There are tons of vehicles to choose from, but you dont spend most of your time offing people with cars. Having to use the same repetitive weapon again and again bores me. What are your thoughts?--[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 20:09, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Four or five options of each type sound good to me. I'm hoping we get a silenced pistol again this time. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:21, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:@Spartan198, exactly! The way I have seen it (for example), in the pistol category there should be a standard (Glock), Hi standard (1911), Burst (Beretta 93R), Special (Silenced [if no ability to customize]), and Magnum (Desert Eagle/Equivilant). Now this is a very basic look, but I think you can catch my drift. Same thing for shotguns where there should be a Double Barrell (For range and/or sawed off), Pump (Mossberg), Semi Auto (Benelli M4), and Automatic (USAS-12/AA-12). You can make any adjustments for which weapons are in which category does not matter. But the differences. --[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 12:45, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Seeing the silenced 56-2s in the reveal; its likely.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 01:25, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm really hoping to see an [[Ithaca 37]] in this like in San Andreas, being that this is taking place in the same fictional Los Angeles. --[[User:QueenSasha24|QueenSasha24]] ([[User talk:QueenSasha24|talk]]) 04:01, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm really hoping for a SIG P226 myself this time around, but with the 92FS, that's looking unlikely. I like Valiant's system of classification, though. Using that system, I'd like to see assault rifles classified like this: an AKMS without a stock (low accuracy, short range), the Type 56 (medium accuracy, short range), the AR-15 variant (high accuracy, medium range), TAR-21 (high accuracy, long range). A grenade launcher attachment (if the weapons are customizable) would be nice, too. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:38, 19 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trailer 2==&lt;br /&gt;
http://www.youtube.com/watch?v=Vzue74y7A84&lt;br /&gt;
&lt;br /&gt;
The only new weapon I see looks to be an M4 type at 1:15. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:05, 14 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Aaaargh! Why won't videos stream for me? It's been like this for the past 3 days! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:34, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trailer #2 Screenshots ==&lt;br /&gt;
&lt;br /&gt;
[[File:Gta5-1.JPG|200px|thumb|none|AR15 platform rifle]] &lt;br /&gt;
[[File:Gta5-2.JPG|200px|thumb|none|The handguard is longer than M4-style one]] &lt;br /&gt;
[[File:Gta5-3.JPG|200px|thumb|none|AR15 style rifle, looks a bit like a HK416 to me, also the guy on the right has the same, or very similar gun]]&lt;br /&gt;
&lt;br /&gt;
The rifle on the 3rd screencap looks like a HK416 variant (handguard with these thin vents). Also the rifle in 1st and 2nd screenshot seems to be different than the one in the 3rd. It has a black magazine, in games a gun rarely can have a mag swapped out. :D --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 10:06, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
PS sorry for the black bars guys :\ --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 10:08, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm guessing it is the same rifle in all 3 caps. Also, in the first screencap you can see the distinctive forward assist/brass deflector that is used on VLTOR VIS and MUR upper receivers ([[Media:NovesDiplomat.jpg|here]] is a picture of a Noveske Diplomat with a VIS upper showing the forward assist). Although these uppers are used on Noveske rifles, I don't think this is one as the handguard is wrong. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:22, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
It looks like more an AAC Honey Badger (look at the stock and the bolt) than an HK416 or AR-15-like rifle for the 3rd picture. --[[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]])&lt;br /&gt;
:Several reasons why I don't think it is a Honey Badger: firstly, the stock on the Honey Badger extend on rails on the side of the receiver like an MP5, as opposed to this where it extends along the buffer tube in typical Colt Carbine fashion; secondly it appears that it has a VLTOR VIS/MUR upper receiver based on the design of the combined forward assist and brass deflector which the Honey Badger doesn't; lastly, even if you disagree that it is a VLTOR upper it definitely has a forward assist, which the Honey Badger does not just having a normal brass deflector. In what way do you think the bolt makes it a Honey Badger they are pretty much the same on a typical AR-15 and a Honey Badger aren't they? (with the exception of the FA serrations, but from these screenshots you cannot tell whether they are there or not.)  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 29 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Very usefull thing i found ==&lt;br /&gt;
&lt;br /&gt;
Hey guys i think this thread has everything about Weapons for GTA V, GTA Fans are really great at spotting things http://www.gtaforums.com/index.php?showtopic=532181&amp;amp;st=0&lt;br /&gt;
--[[User:Faizanali|Faizanali]] ([[User talk:Faizanali|talk]]) 03:38, 20 November 2012 (EST)&lt;br /&gt;
: As a member of GTA Forums, I can reliably say that anything you see there should be taken with the biggest dose of salt in history. Like, something from Big Bone Lick State Park. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 04:06, 20 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== 1911 and Glock ==&lt;br /&gt;
A new artwork was revealed, and it has a 1911 and a glock variant. We should put on the main page?--[[User:Flavio|Flavio]] ([[User talk:Flavio|talk]]) 15:16, 4 January 2013 (EST)&lt;br /&gt;
[[Image:GTA5_PISTOLS.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== New trailers ==&lt;br /&gt;
&lt;br /&gt;
There's new guns found in the trailer of GTA V. [[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]]) 18:06, 30 April 2013 (EST)&lt;br /&gt;
[[Image:ar-15 variant.jpg|thumb|none|600px|This is an AR-15 variant, the same as seen in the trailer 2.]]&lt;br /&gt;
[[Image:ar-15 variant 2.jpg|thumb|none|600px|Closer view of the variant.]]&lt;br /&gt;
[[Image:assault rifle gta v trailer.jpg|thumb|none|600px|A new assault rifle, I can't identify it.]]&lt;br /&gt;
[[Image:pistol gta v trailer.jpg|thumb|none|600px|A pistol. I can't identify it.]]&lt;br /&gt;
[[Image:pistol gta v trailer 2.jpg|thumb|none|600px|A pistol. It seems this is a Beretta 92FS.]]&lt;br /&gt;
[[Image:type 56 gangster.jpg|thumb|none|600px|The Type 56-2 in the hands of a gangster.]]&lt;br /&gt;
[[Image:type 56 trevor.jpg|thumb|none|600px|Trevor shoots his type 56-2.]]&lt;br /&gt;
[[Image:mossberg 590 cruiser gta v new stock.jpg|thumb|none|600px|A new stock on Franklin's Mossberg 590 Cruiser.]]&lt;br /&gt;
&lt;br /&gt;
I got some better images of the weapons that I'll be adding to the article. Here's a better shot of the unknown rifle; it looks kinda like a SCAR-H, but there's bits that aren't right. &lt;br /&gt;
&lt;br /&gt;
Looks more like a weird FAL--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 15:42, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 12:41, 30 April 2013 (EDT)&lt;br /&gt;
[[Image:Gtavgun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Also, here's a shot of the pistol used by Michael in the rappelling scene. I can't identify it, but it almost looks to have an orange tip like an airsoft gun and no hammer. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 12:58, 30 April 2013 (EDT)&lt;br /&gt;
[[Image:Gtavgun4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[http://gyazo.com/ca7fae1d3d648ca8a2623bb5adb2bbbf.png?1367374112]] Not sure if it's a Hi-Power or 1911, on Michael's TV. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:11, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I'm also thinking some kind of short-barreled FAL for the new AR, judging by the magazine and shape of the mag well. It and the Tavor are certainly new and different choices considering GTA's past being dominated by the combo of an AK and M16 variants, which is a good thing. That's four assault rifles altogether now so far (five if the CQBR on concept art shown above is included in the game), so let's hope the other weapon categories have as diverse a selection. And considering how big the weapon selection in [[Red Dead Redemption|RDR]] was, I'm feeling pretty confident about it. Maybe my wish for a P226 could still come to pass after all? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:10, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Here's a higher resolution cropped image of the mystery rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5 Mystery Gun.jpg]]&lt;br /&gt;
&lt;br /&gt;
It has the heat shield, gas block, and front sight of an M249, the magazine looks more like a belt bag, and the stock looks derived from the fixed stock of the Masada/ACR. The optic is an out-of-scale Elcan SpecterDR and it has a Magpul AFG2 foregrip. The receiver area lacks details, but I'm going to hazard a guess that it's some kind of M249-based machine gun. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:15, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now that you said that I start to see it, but my first bet was FAL, in the end it could just be a butchered MG, the stock doesn't somehow look m249ish to me and the heat shield seems tiny.--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 11:13, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:After re-watching the trailer, I'm pretty sure it's supposed to be a [http://media.gtanet.com/gallery/gta-5-screenshots/RSG_GTAV_Screenshot_202.jpg light machine gun]. The ammo pouch gets a bit more obvious in motion and it's certainly an ammo pouch, not a 20 round 7.62 magazine. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 04:05, 2 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I bet it turns out to be something ''really'' stoopid like an LSAT with a modified handguard. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:34, 7 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That horrified me for a moment, but I'll sleep soundly tonight knowing that LSAT is tucked a bit further away then the pool of common firearms that appear in GTA. It will be some monstrosity of the natural order regardless. -[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 14:57, 7 May 2013 (EDT) &lt;br /&gt;
&lt;br /&gt;
Seems to be a new pistol, but I can't ID it.[http://www.thegtaplace.com/images/gtav/screenshots/RSG_GTAV_Screenshot_204.jpg]] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:52, 2 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could be a beretta. Weird pouch like a 50 rounder or something, but yeah now its definitely an butchered mg. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 06:35, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Underside of the trigger guard is straight, all Beretta models are rounded downward. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:25, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
DRD Tactical Paratus? [[User:Thomas|Thomas]] ([[User talk:Thomas|talk]]) 10:33, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
You mean the one to the left (its more likely an M4 would make sense for a game not centered around gun pron to have a generic well known firearm rather than some obscure one) if you mean the MG probably even more unlikely to me for now its seems like a franke-gun or at least a horribly scaled one. On a side note look at the one in the case the sight seems to be open http://media.edge-online.com/wp-content/uploads/edgeonline/2013/05/GTA-V-Heists.jpg and definetely a glock held by the guy in the picture little way above http://assets.vr-zone.net/19885/GTA_V_MFT.png -[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 17:00, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Spartan, gun models in video games can differ from their real life counterparts. It looks like a Beretta to me. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 18:47, 3 May 2013 (EDT)&lt;br /&gt;
::Which gun are you talking about, the one pictured immediately above named &amp;quot;File:GTA5 Mystery Gun.jpg&amp;quot;? If so you need to look at [http://media.gtanet.com/gallery/gta-5-screenshots/RSG_GTAV_Screenshot_202.jpg this] image again, as it clearly shows that what looks like a mag from the side is actually a belt bag. Also you have the fact that the front sight and gas block are a match for a Minimi, and what can be seen of the receier in this grainy image is also pretty close. The only obvious differences are the furniture with the stock and handguard being different, and that the scaling is off.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:13, 3 May 2013 (EDT)&lt;br /&gt;
:::Commando, I was actually talking about this pistol: [http://www.thegtaplace.com/images/gtav/screenshots/RSG_GTAV_Screenshot_204.jpg]] --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 20:28, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thats what I already said, since the game obviously has one in it, it's probably a beretta. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 05:59, 4 May 2013 (EDT)&lt;br /&gt;
:I know, I was agreeing with you because Spartan said that it couldn't be a Beretta with the squared trigger guard. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 09:57, 4 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sorry came of a bit rude , I meant to accentuate the fact that beretta is probably what everyone will think it is in the first place since it is confirmed to be in the game and beretta's have that distinct look of the slide,besides there's no reason to believe its some other gun since GTA's have tried to bring multiple weapons (AK's,AR's), instead of doing the COD thing and putting in several AR based ones, since they usually have a limited pool (like 3 in a category I believe) --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 13:09, 4 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
*I was almost going to say it looked like a [[SIG SG 552|SIG552]], but the straight-edge magazine (rather than curved) says otherwise. [[User:Laqueesha|Laqueesha]] ([[User talk:Laqueesha|talk]]) 02:32, 17 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
http://media1.gameinformer.com/imagefeed/screenshots/GrandTheftAutoV/1280%20(1).jpg Looks like a 1911 or Hi-Power in Michael's hand. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:42, 13 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I can almost guaranty that the handgun above is another Beretta. If you look closely you can see the exposed barrel from the cutaway slide and you can barely make out the step in at the end of the barrel which a characteristic shared among all 92-series handguns.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 16:02, 15 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New pictures ==&lt;br /&gt;
&lt;br /&gt;
New pictures of guns in GTA V. [[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ar-15 variant gta v 2.jpg|thumb|none|600px|A very close view of the AR-15 variant.]]&lt;br /&gt;
[[Image:GTAV_RPG.jpg|thumb|none|600px|A RPG-7 based of the Airtronic RPG-7.]]&lt;br /&gt;
[[Image:gta v m134 without green camo.jpg|thumb|none|600px|The handheld GE M134 without it's green finition.]]&lt;br /&gt;
[[Image:strange thing.jpg|thumb|none|600px|Look at the strange object the red guy is holding....]]&lt;br /&gt;
[[Image:gta v lmg (maybe M249).jpg|thumb|none|600px|Another view of the AR-15 variant, this time with a new LMG.]]&lt;br /&gt;
[[Image:franklin's beretta 92fs.jpg|thumb|none|600px|Franklin's Beretta.]]&lt;br /&gt;
does anyone notice that Franklins Beretta has a Glock trigger guard? --[[User:Policerlhpd|Policerlhpd]] ([[User talk:Policerlhpd|talk]]) 03:57, 8 June 2013 (EDT)&lt;br /&gt;
[[Image:mossberg 590 cruiser gta v night.jpg|thumb|none|600px|Franklin at night with his Mossberg 590 Cruiser. I guess this is his favorite weapon.]]&lt;br /&gt;
[[Image:gta v ar-15 variant.jpg|thumb|none|600px|Again, the AR-15 variant. Last time I put it here.]]&lt;br /&gt;
[[Image:gta v mossberg.jpg|thumb|none|600px|Again, the Mossberg.]]&lt;br /&gt;
:[[Image:strange thing.jpg|thumb|none|600px|Look at the strange object the red guy is holding....]]&lt;br /&gt;
:That's a camera. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:40, 4 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup camera 99% (since there is the same one in the SUV), seems that this game will sport gun customization at least color, the green Tavor,the green mini, and now the green shotty. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 09:26, 4 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I see a lot of influence from [[Heat]]. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 03:20, 8 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah probably, but that is the trend in general with GTA's they put in references to movies and pop culture all the time. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 05:04, 8 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
O yea, I know. This isn't my first GTA game by far. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 06:53, 9 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's even right in the game, this time. According to an in-depth preview I watched on YouTube, Michael takes his ideas for heists directly from the game universe's versions of such movies. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:30, 8 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
So is rockstar going to release the preview cause, all I have found right now is people talking for an hour about it .--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 04:50, 11 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:They haven't released any public gameplay demos, no. At least none that I've seen yet. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:20, 11 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As soon as they do, the media's going to be all over it. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 17:22, 11 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Here's a clearer picture of the pistol Franklin is holding in a previous screenshot.&lt;br /&gt;
&lt;br /&gt;
[[File:Gtav pistol franklin.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Looks like some kind of cross between a Beretta and a Desert Eagle. It might be the &amp;quot;pistol .50&amp;quot; being offered as preorder DLC. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:25, 13 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems like a different gun from the one in the above, I mean this probably is just a horrible DE, maybe work in progress, although GTA was never on top in weapons department. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 06:33, 14 June 2013 (EDT&lt;br /&gt;
&lt;br /&gt;
http://www.gtav.net/screenshots/ - collection of official screenshots, might contain some weapons not already talked about. [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
&lt;br /&gt;
== Gameplay Video ==&lt;br /&gt;
&lt;br /&gt;
http://blog.us.playstation.com/2013/07/09/first-grand-theft-auto-v-gameplay-video/&lt;br /&gt;
&lt;br /&gt;
Go ahead and spot 'em. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:58, 9 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Dammit, Rockstar, take my money already! At 3:15, I can see an AW-type sniper rifle, a multi-shot grenade launcher (it looks similar to the hybrid grenade launcher in [[Resident Evil (2002 VG)|Resident Evil Remake]]), and a roll of dynamite in the weapon wheel. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:12, 9 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
http://gyazo.com/946b75dda4df617e58df36a566d7812a.png Got a screencap of Franklin with a tan M82A1M.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:01, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Article on GTA V Gunplay ==&lt;br /&gt;
Found this article about the evolution of GTA V's gunplay on GTA Place. [http://www.gameinformer.com/games/grand_theft_auto_v/b/xbox360/archive/2013/07/09/grand-theft-auto-v-gun-combat.aspx] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:39, 9 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New picture. ==&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5UNKNOWNPIST2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
[[User:Bonshomme|Bonshomme]] 14:00, 10 July 2013 (CDT)&lt;br /&gt;
&lt;br /&gt;
Is that seriously a rail on the side of the slide? [[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 05:27, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Okay, I'm definitely not getting this game! Rockstar has always failed with the guns department (except in Max Payne 3), and that thing looks absolutely hideous. I'm done with the GTA series... Maybe when someone makes a skin mod for the guns, I'll get a copy... -.- --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 08:50, 11 July 2013 (EDT)&lt;br /&gt;
::: Good. That leaves a copy for me. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:01, 11 July 2013 (EDT)&lt;br /&gt;
::::As if there will not be enough copies to go around, eh? --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:56, 11 July 2013 (EDT)&lt;br /&gt;
:::While you are certainly entitled to your opinion and I always consider gun accuracy a +1 for me, incorrect weapon details isn't really much of a reason to not buy a game IMO (hell, I still got my copy of BO1). Again you are entitled to your opinion.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 11:06, 11 July 2013 (EDT)&lt;br /&gt;
:::: While I'm glad you won't be playing the game so as to avoid running into some joyless bother online, it seems to me more likely that the gun is a supposed to be some manner of TDI Kard, than whatever 1911/glock designed solely to offend your sensibilities you think it is. --[[User:Toadvine|Toadvine]] ([[User talk:Toadvine|talk]]) 17:18, 11 July 2013 (EDT)&lt;br /&gt;
:::::You have been playing too much Black Ops 2 if you think there is anything about that remotely resembling a Kard. It obviously has a conventional pistol layout with a slide, and the frame and general outline suggests a 1911. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:25, 11 July 2013 (EDT)&lt;br /&gt;
::::Well, you know what they say: opinions are like assholes, everybody's got one. I'm just sayin' you can't deny the fact that that... ''THING'' looks like a fugly frankengun, that should never see the light of day. I'm still hopin Rockstar has upped their gunplay from previous GTA titles, and made the gunplay (and the guns themselves) in this one a bit more realistic. You know, since they seem to be makin' this game another ground-breakin' masterpiece... Plus, I don't play with naive fanboys... --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 18:42, 11 July 2013 (EDT)&lt;br /&gt;
:::::If you would take the time to look at the trailer and use your words rather than skip to some nonsense about Black Ops 2, a game I haven't played not that it even matters, you might notice that Franklin uses the same pistol later in the trailer, his is fitted with an extended magazine and is seemingly firing on full auto, so, my suggestion that it's TDI Kard, I thought, might make a bit more sense than just losing your mind and writing off a whole title based on the appearance of a single handgun in the game. I can see how that might read as naivete though, I've had the wool pulled over my eyes and have been tricked into accepting a game in spite of the massive flaws it's exhibited in the design of one of it's firearms in a few seconds of footage and a screenshot or two, right?--[[User:Toadvine|Toadvine]] ([[User talk:Toadvine|talk]]) 12:27, 12 July 2013 (EDT)&lt;br /&gt;
::::::Yes. Btw, are you directing that comment to me or Commando552? --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 16:45, 12 July 2013 (EDT)&lt;br /&gt;
:::::::At least some of it was directed at me so will address that part first. If your only evidance for it being a Kard is that it fires on full auto, then you should know that there are many other production pistols that are capable of full auto fire, not to mention the fact that it is possible to convert pistols to full automatic. Regardless of this, it is a game where they can give a gun whatever characteristics they choose so whether or not it is depicted as firing in full auto means nothing in real terms. Secondly, I have to say again it looks absolutely nothing like a Kard. If you can't see this then there is nothing that I can say to change your mind, but when I look at it I see absolutely nothing about the gun that suggests they based anything off of the Kard. If you put a gun to my head and made me take a guess at what it is meant to be I would probably say I highly customised (or very poorly modeled) full auto Glock, or maybe something like an Arsenal Strike One (which is available in FA/burst versions) but the shape is not really anything like one, it is just reminiscent of one if the &amp;quot;rail&amp;quot; on the front of the slide was actually the front slide serrations. In general can everyone chill out a bit about this game, we could do without the GTA talk pages degrading into a bitch fest like the COD ones historically have. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:51, 12 July 2013 (EDT)&lt;br /&gt;
::::::::I have to agree with Commando on the fact that it looks nothing like a Kard. Maybe a fuse of a badly-rendered Glock and a I9II... I also have to agree with Commando on the latter; regardless of my opinion on the possible depiction of guns/gunlay, there's no doubt that GTA V is going to be a great game (knowing Rockstar). Altough I still stand by my comment about not acquiring the game in the future, I realize that I shouldn't have been so outspoken about it, especially here, on the IMFDB. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 22:25, 12 July 2013 (EDT)&lt;br /&gt;
Well, look at MoH:WF, a game with accurate gun play but pretty mediocre everywhere else. Your opinion is yours, but what about Read Dead Redemption?[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:38, 11 July 2013 (EDT)&lt;br /&gt;
:Well don't get me wrong. I care about other elements besides gunplay such as gameplay and story. And as for RDR it was pretty accurate aside from a few minor mistakes.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 12:05, 11 July 2013 (EDT)&lt;br /&gt;
::I agree with you, RDR was, and still is, pretty awesome. I still play it with my friends sometimes. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 18:42, 11 July 2013 (EDT)&lt;br /&gt;
Speaking of rails on the slide, it's been confirmed that we get weapon AND car customization to a pretty nice degree. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:19, 11 July 2013 (EDT)&lt;br /&gt;
::Don't get me wrong, I always enjoy the stories and the messages Rockstar provides in their games. But I've never been a fan of the GTA-gunplay. I'll be going for Saints Row IV this fall, instead of this. At least they don't even TRY to make the game realistic, so the gunplay is WAAAAY over the top. But that just makes it fun. PS. I enjoyed MOH:W... well, to a certain degree.--[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:56, 11 July 2013 (EDT)&lt;br /&gt;
::: Well, the gunplay that we've seen in the trailer (and confirmed in interviews) actually comes much more from Max Payne 3. You can run and gun without needing to aim and slow your movement, as well as switch between hard lock, soft lock, and full free aim in the options to suit your play style. You've still got the cover shooting and blindfiring, but you can actually be mobile in gunfights. There's also new options like being able to get in and out of a car while staying low to take cover behind it, as well as entering and exiting a car already shooting. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:33, 16 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone considered that the pistol above could be a placeholder for something more real.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 15:40, 11 July 2013 (EDT)&lt;br /&gt;
:Its a possibility but given how we're two months away from release its unlikely.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 16:18, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't think it is a placeholder, but I think there is a possibility that it is a bug where the wrong texture is on the model or it is using the low detail distance model or something, as there are several inconsistencies that make not sense. Firstly you have the fact that there is what appears to be a rail (which is scaled way too small) on the side of the slide. Then you have those weird horizontal black lines at the front of the slide and frame. Assuming that the black square at the back is meant to be the slide serrations, they span across both the slide and the top of the frame, which I have never seen on a real pistol. There are generally also lines all over the place on both the slide and frame which have no business being there on either a real gun, or a gun that is suggested by the silhouette of this. To top it off it also looks like it is ejecting rifle sized brass, but this is really the least of its problems. To me this gun looks ''so'' bad that it must be an error or something. It isn't just low detailed or simplified, or with random parts switched out for aesthetics, it actually appears deliberately FUBAR'd for no apparent reason.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:17, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm inclined to agree with Commando. All the guns on the page are designed relatively accurately except this one, which makes me think it's a texture bug. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:22, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
The Pistol is This ? Houge 1911 Avenger System - [[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 22:48, 6 August 2013 (JST)&lt;br /&gt;
[[File:1911 Avenger System.jpg|thumb|none|400px|Hogue 1911 Avenger System]]&lt;br /&gt;
&lt;br /&gt;
== AR 15 reloading ==&lt;br /&gt;
&lt;br /&gt;
Did anyone notice in the new gameplay video that when Franklin pulls the charging handle of his AR15, a empty shell falls ? &lt;br /&gt;
&lt;br /&gt;
Does that means that his gun jammed, or Rockstar Games made a shell fall each time the charging handle is pulled ? [[User:Zebracherub|Zebracherub]] ([[User talk:Zebracherub|talk]]) 10 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Probably the latter. And sign your posts by typing four tildes after them. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:32, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It seems like they're doing the same thing as Metal Gear Solid 4, where Snake always racks the charging handle (ejecting an unfired round if it's a mid-mag reload) to chamber a fresh round after inserting the new magazine. This lets them stay realistically detailed while avoiding the +1 confusing that more casual players would have; keep it simple. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 16:23, 20 July 2013 (EDT)&lt;br /&gt;
::It really is kinda stupid and kinda lazy for animating a reload. Instead of programing someone doing nothing when you do a mid mag reload, they just left the reload animation program run, and I think the extra round coming out is really for the Hollywood effect. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:02, 21 July 2013 (EDT)&lt;br /&gt;
:: It's easier and less resource intensive to add a simple model of a cartridge flying out and use the same animation every time. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:01, 31 July 2013 (EDT) &lt;br /&gt;
Didn't he pull the charging handle a bit too far? [[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 16:20, 17 July 2013 (EDT)&lt;br /&gt;
::Looks pretty normal to me [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:06, 17 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wouldn't also be more confortable to just hit the bolt release ? If doing a mid mag reload, nothing to do because a round is chambered, but it seems more natural to me to just hit the bolt release than racking the charging handle. [[User:Zebracherub|Zbracherub]] ([[User talk:Zebracherub|talk]]) 06:05, 28 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:It would, but this is GTA, where any random joe can hop in and know how to pilot a fighter plane or kill hundreds of people at a time without Homeland Security (or NOOSE, as they're called in-game) locking the city down like Guantanamo Bay NS, so it's not that big a deal IMO. Besides, I'd say this is just Rockstar showing off and proving they're still the pimps of the gaming industry. Aaargh! Why won't September 17th get here sooner?! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:08, 29 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Theres lots of screen shots on the official site, some with weapons (an MP5 being fired by a SWAT member from an SUV). As for the flying part I thought they confirmed only Trevor is good at flying, it is possible there are missions the others learn to do that, SA had them, and we don't really know Niko didn't have any background in flying, Vercetti had little background at all and he was pretty old. As for the killing part most games have that I mean look at shooters even if we ignore the regeneration its quite improbable that one men can take out 20 in open shootout. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 12:32, 29 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nope, all three characters can operate any vehicle in the game, each one is just going to be better in one area than the others. This was confirmed by Rockstar in a Q&amp;amp;A posted on TGTAP forums. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:46, 29 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== CTAR-21 ==&lt;br /&gt;
&lt;br /&gt;
I only noticed after editing the G11 to a CTAR-21, but does nayone know if this is meant to be the same gun just in different builds?&lt;br /&gt;
[[File:GTAVPossibleAUG.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:GTAV TAR-21.jpg|thumb|500px|none|]]&lt;br /&gt;
From the fact that it is someone using the gun firing from a helicopter, at another helicopter, I would assume that this is the same piece of gameplay just with altered models. The confusing thing though is that the picture with the better correctly looking CTAR-21 is from November last year, as opposed to the crappy modded for no reason Tavor which is from a recent gameplay trailer. This would suggest that either the recent gameplay trailers used a '''very''' out of date build, or they deliberately messed with the weapons to make them less correct at some point during development, I would guess for legal reasons.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:05, 6 August 2013 (EDT)&lt;br /&gt;
: It's fully possible that they altered the models to make them look different purely because they liked it better that way. They're making entertainment that looks good, not real-life gun porn. Aesthetic considerations are important. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:43, 15 August 2013 (EDT)&lt;br /&gt;
This is from the multiplayer trailer. It's definitely not in the TAR-21 family.&lt;br /&gt;
[[File:Gta5 online 32.jpg|thumb|500px|none|]]&lt;br /&gt;
&lt;br /&gt;
A new screenshot was released showing a closer shot of the Tavor and it seems to have a P90-style fore-end.&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5-Tavor-Helicopter.jpg|thumb|none|600px]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:06, 7 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Pictures ==&lt;br /&gt;
&lt;br /&gt;
Two new photos have been released of a sniper rifle and that AP Pistol. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:49, 15 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:gtav10.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Image:gtav11.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Also, I need to work at getting some caps from the new multiplayer trailer. But the apparent CTAR-21 (known in-game as the Advanced Rifle) actually doesn't really look like said gun in the final game except in the barest sense.&lt;br /&gt;
&lt;br /&gt;
== New SMG ==&lt;br /&gt;
&lt;br /&gt;
Thanks to iNero from GTA Forums for the picture. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 16:40, 22 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:gtasmg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
:Looks like an oversized MP5A3.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 18:16, 22 August 2013 (EDT)&lt;br /&gt;
:: Highly doubt that. The only part of the shape that really matches an MP5A3 is the stock, and it has a short, straight magazine. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:03, 23 August 2013 (EDT)&lt;br /&gt;
:::Well as for the short mag, Rockstar said that weapon customization is going to be featured. So maybe the 10 round (civilian legal?) magazines is going to be an option. Also straight MP5 mags do exist. [[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 16:47, 23 August 2013 (EDT)&lt;br /&gt;
:::Straight MP5 magazines are older ones, and that doesn't match the pattern. The magwell is also too large for the magazine and it's sticking out at an awkward angle. And again, there's absolutely nothing that actually resembles an MP5 except for maybe the stock. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 17:25, 23 August 2013 (EDT)&lt;br /&gt;
:::Looking at the SMGs currently documented on the site, I think it now looks similar to a [[FAMAE SAF]]&lt;br /&gt;
[[Image:SAF.jpg|thumb|none|400px|FAMAE SAF - 9x19mm]]&lt;br /&gt;
[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 17:33, 23 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Who labeled it a CZ Scorpion EVO 3? Looks a little like in the lower receiver/trigger guard area, but the rest is more MP5/SAF.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:23, 25 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It looks like an MP5 with a sort of super-short G3 handguard. There's a closeup of it on one of the loading screens. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:00, 26 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M82? ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or does the rifle in the first picture of the &amp;quot;Unknown Sniper Rifle&amp;quot; section (the one Franklin is holding on the roof) look a lot like an M82 variant? it has the muzzle brake and what we see of the body has the general shape. I don't have the pic now, but a recently released photo shows the sniper rifle on the weapon wheel photo and it's NOT the same gun. It actually looks closer to an Accuracy International rifle. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 03:39, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's a Barrett all right, check this screencap.&lt;br /&gt;
http://gyazo.com/946b75dda4df617e58df36a566d7812a.png&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:38, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== GTA Online Rifle ==&lt;br /&gt;
Found this over on Grand Theft Wiki.&lt;br /&gt;
&lt;br /&gt;
[[File:GTAOnlineRifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
They have it identified as a SCAR-L, but it's hard to make out. General shape is right for a SCAR, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:58, 2 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MK18 artwork ==&lt;br /&gt;
I separated it from the LR300 section since they clearly aren't the same weapon. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 14:55, 3 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Smith and Wesson M&amp;amp;P or Springfield XD? Can't identify.==&lt;br /&gt;
A person on another forum posted this pic of Michael holding a nickle plated handgun but the view is only from the top. I don't think it's a Glock because of the way the ejection port looks but I might be wrong. I can't see an exposed hammer. Any help?&lt;br /&gt;
&lt;br /&gt;
http://media.gtanet.com/gallery/gta-5-screenshots/fullsize/344.jpg&lt;br /&gt;
&lt;br /&gt;
It could be a colored &amp;quot;AP Pistol&amp;quot;. Paint jobs are among the weapon customization options. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:39, 10 September 2013 (EDT)&lt;br /&gt;
: I don't think so. The side rails on the slide are so thick that they would be visible in this image. On GTA Forums there are suggestions that it's a S&amp;amp;W semi-auto. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 07:59, 10 September 2013 (EDT)&lt;br /&gt;
::The side rails on the AP pistol are just on the texture and not on the model aren't they? With a new skin the AP pistol could look totally different. Either way there isn't enough to go on from that shot to determine what it is.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:17, 10 September 2013 (EDT)&lt;br /&gt;
:: It's difficult to tell. One other thing that makes me less convinced that it's the AP Pistol is that this gun has noticeable sights (The AP Pistol distinctly lacks them in all screenshots), and it seems to have a shorter barrel. It's almost definitely a separate gun, unless the customization options are more in-depth than we thought. Another suggestion might be a Taurus 24/7 or similar, as that gun is striker-fired, definitely comes in that finish, and has a similar sight profile from the top. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 22:03, 10 September 2013 (EDT)&lt;br /&gt;
 &lt;br /&gt;
Side thought - is the AR that Franklin is holding missing the end of the buttstock or is that texture clipping? --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 15:10, 10 September 2013 (EDT)&lt;br /&gt;
: Pretty sure that's just clipping. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 22:03, 10 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Game Guide leak ==&lt;br /&gt;
&lt;br /&gt;
Pics of the official game guide are turning up online.&lt;br /&gt;
http://imgur.com/a/ov4Rc#ZQjg5L3&lt;br /&gt;
http://imgur.com/a/vnbVM&lt;br /&gt;
&lt;br /&gt;
No pics of the SMG or LMG sections yet. If you search for GTA V ammunation on youtube you'll find offscreen footage of a guy walking around the gun shop. You can see some sort of RPK clone on the wall.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 11:53, 12 September 2013 (EDT)&lt;br /&gt;
: No RPK, but the early game machine gun (the &amp;quot;MG&amp;quot;) is pretty much just a PKM. Virtually all of the weapons in the game are already on the page. There's also an Assault Shotgun (which some say looks like a UTS 15 with a box magazine to resemble an AA-12), a sawed-off pump-action that may also be based on a Mossberg 500/590, the Combat Pistol (silver pistol held by Michael in the recently released trio pic, which reminds me of a Taurus PT 24/7 or Ruger P-series like the P97 with a stainless slide), and a Taser. The &amp;quot;unknown pistol&amp;quot; in the article is the PT92, which is apparently chambered in .45 ACP with a standard 12 round magazine. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 00:05, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New SMG ==&lt;br /&gt;
This is an exclusive unlock for joining the Rockstar social club.&lt;br /&gt;
&lt;br /&gt;
[[File:SC SMG.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Not sure what it is myself. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:31, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
As far as I can see, it's 100% fictional. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 05:06, 14 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, seems so. And ugly as hell. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:08, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I see a birdcage flash hider, and the rest looks like the Halo 2/3 Battle Rifle. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 00:11, 17 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Now that you mentioned that, I looked up what Halo battle rifle looks like, and I think this submachine gun might have also borrowed some design decisions from Halo's submachine gun. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 02:09, 17 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It also has a resemblance to the RCP-120 from Perfect Dark. [[User:RadiumMetal|RadiumMetal]] ([[User talk:RadiumMetal|talk]]) 17:21, 22 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Barrett M-107 A1? ==&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5SNIPER1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
The muzzle brake and the right side of the gun, and also the color is very similar to the M-107 A1 than the AS50, is it real?&lt;br /&gt;
&lt;br /&gt;
Check out the Gyazo link in my posts above. If you pause at the right moment, the rifle is a Barrett with a raised full length rail.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:36, 16 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Pistol ==&lt;br /&gt;
&lt;br /&gt;
After unlocking the Combat Pistol in the game and using it quite a bit I'm thinking that it resembles some sort of HK pistol. Initially I thought it was like a USP Compact but I've thought it might be more like a HK45 or HK45c. I'm not sure though as at first I thought it was a Px4. Anyone else have any ideas what it could be? --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 10:39, 20 September 2013 (EDT)&lt;br /&gt;
:The [http://gta.wikia.com/Weapons_in_GTA_V GTA Wiki] lists the combat pistol as the Taurus (well, they say Beretta but we know what they mean), or is that not the case in the final game? Also, that page has a picture of the assault shotgun, which appears to be an [[UTAS UTS-15]] which has been slightly messed with and had a box mag stuck on the bottom.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 11:51, 20 September 2013 (EDT)&lt;br /&gt;
::The basic pistol is the Taurus not the combat pistol. They list the basic pistol as a P99 so it could be that the combat pistol is a P99. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 15:53, 20 September 2013 (EDT)&lt;br /&gt;
::I concur, the Combat Pistol definitely looks like a P99 to me. Glad they didn't rehash the 1911 or Glock again for the umpteenth time (not that I don't love 1911s and Glocks, I very much do ;D ). [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:38, 21 September 2013 (EDT)&lt;br /&gt;
:::Having got a decent look at it today I don't think it's a P99. It's got an exposed hammer and the general shape it more like a Beretta Px4 having taken a much closer look at it. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 18:45, 21 September 2013 (EDT)&lt;br /&gt;
::::I'm only going by a tiny thumbnail (don't have the game) but it looks a bit like a [[CZ-G2000]] with a less sever angles around the trigger. This is pretty similar to the PX4, but I think it is a closer match as it has a square trigger guard and doesn't have an ambi safety (thumbnail I've seen is of the right side which lacks a safety). The profiling of the slide is also closer and the serrations look the same design (although there is one less band at both the front and back). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:37, 25 September 2013 (EDT)&lt;br /&gt;
::::I'd rather say a Px4 at this point. I've seen it up close (I DO have the game) and it looks a lot more like it was based on the Px4. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 13:06, 26 September 2013 (EDT)&lt;br /&gt;
:::::I'm going to say having spend about half an hour moving the camera around trying to get really close shots of it that it is a Px4 more than anything else. The slide profile matches, the frame matches, the back of it matches. The only thing that doesn't match is the width of the slide serrations but that could just be a texture choice. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 12:53, 28 September 2013 (EDT)&lt;br /&gt;
::::::I'm going to venture a guess and say it's a combo of a Px4 and a P99, with the Px4 traits shining out the most. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:05, 28 September 2013 (EDT)&lt;br /&gt;
:::::::I don't know who it was who put the combat pistol as the H&amp;amp;K P2000 but it looks nothing like that. If it looks like any H&amp;amp;K pistol it's either the HK45c or the P30. I'm still leaning towards the Beretta Px4 though. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 08:30, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Picked up the guide yesterday evening while I was out and the &amp;quot;Combat Pistol&amp;quot; shown in it matches the general shape of the P2000, actually. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:20, 29 September 2013 (EDT)&lt;br /&gt;
:No one else sees a bit of the PT-909 in it?&lt;br /&gt;
[[File:Tau.jpg|thumb|none|800px]]&lt;br /&gt;
Remember no gun will be an exact match. They're all tweaked.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 18:10, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
http://gyazo.com/4758e01a97e67d85191a02b267d98a60.png &lt;br /&gt;
The trigger guard and rail look P2000, but the rest resembles the Px4 to me.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:13, 20 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat MG ==&lt;br /&gt;
It's not a Stoner, but rather an M60/M249 hybrid. Basically the stock of an M60, while everything in front of is is M249. Making appropriate changes. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:38, 21 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Guns on the TV programs ==&lt;br /&gt;
&lt;br /&gt;
Killed a bit of time as Michael and watched the TV at his house. One of the channels was a FIB program called 'The Underbelly of Paradise'. One of the highlights was a few weapons on a table and one of the guns was a SIG P220-series pistol. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 21:57, 21 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
There's also a brief shot of an M1911A1 cycling on an old-style crime show/movie and if you watch Jimmy playing ''Righteous Slaughter'' (a CoD/MoH/BF parody) in his room, the game character uses an XCR and a stainless steel Desert Eagle wielded tandem with a knife in the Harris stance. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:08, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
And the preview for the in-game movie ''The Simian'', which I saw while hanging out with Jimmy at a movie theater, has several shots of Hunter attack helicopters and at least one clear shot of the M230 chain gun on one of them. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:25, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What's up with the Carbine Rifle changes?  ==&lt;br /&gt;
&lt;br /&gt;
Uhhh... Guys? The new Carbine really looks like the LR-300 and I thought it was agreed on. I don't know why we needed the change. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:03, 24 September 2013 (EDT)&lt;br /&gt;
:I wasn't the one who changed it, but I 100% agree with the change. First off, it isn't an LR-300 as the overriding unique feature about the LR-300 is that it doesn't have a buffer tube. This gun has a buffer tube. That is before we even get into the fact that the game gun has different furniture and a VLTOR MUR receiver rather than the unique LR-300 one. As with most of the weapons in the game this appears to be a hybrid gun at best, so it can't really be given a proper ID other than a custom AR-15. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:12, 24 September 2013 (EDT)&lt;br /&gt;
:The assault rifle looks like a Hecker &amp;amp; Koch HK416 to me. -[[User:1morey]] September 25, 2013 8:43 AM (EST)&lt;br /&gt;
::It isn't, as far as I can tell there is not a single part on this that matches the HK416: the upper has the brass deflector built into the front of the forward assist like on a VLTOR MUR; the magazine fence on an HK416 is rounded whereas on this it is flat making it look more like one of the many different billet lowers that are available from various manufacturers; the stock is an ACE stocj which appears to be incorrectly depicted as extendable; the handguard is possibly a Daniel Defence MFR, but if not is definitely isn't a piston HK416 one. None of these parts are really perfect matches, but seeing the quality of the models on the other guns this isn't really to be expected.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 09:36, 25 September 2013 (EDT)&lt;br /&gt;
:::Hmm...after looking through the M16 gallery, and the Colt AR-15 identification guide, and doing some googling, It seems like it COULD POSSIBLY be a hybrid of a Daniel Defense MFR and ZM LR-300, while trying to look like a HK416 (beefy handguard and short barrel), I can't shake it, to me it screams Franken-HK416, don't know why. -[[User:1morey]] September 25, 2013 1:02 PM (EST)&lt;br /&gt;
::::Look at the forwards assist and brass deflector area of this gun:[[File:GTAV_AR15.jpg|thumb|600px|none|]]Note how the forward assist is a large flat faced wedge with the plunger coming out the bottom half of it, with a brass deflector attached at the top front corner. Now compare that to the below image:[[File:NovesDiplomat.jpg|thumb|450px|none|Noveske Rifleworks N4 Diplomat with VLTOR Modstock, EOTech sight and Surefire M900 weapon-light fore-grip - 5.56x45mm]]Notice they are a match. This is a unique thing that is only found on VLTOR MUR and VIS upper receivers (one pictured above is a VIS, MUR is the version without a monolithic handguard) and is due to the forward assist being able to be removed and replaced with a blanking plate fitted only with a brass deflector. Both the HK416 and the Z-M variants used different upper receiver designs to this, so it isn't either of them. I doubt that this is any factory gun in particular, it could be that the modellers just picked and chose various parts and stuck them together to make a gun they liked the look of, or it could be modelled off of a real custom gun that somebody has made. I don't get why people seem to think this is a HK416 (not just you, have seen people all over the place call it that) if the only thing they are going on is the fact it has a short barrel and a chunky handguard, there are a hell of a lot of guns that fit this description and are a closer match than an HK416, like this [[Media:POF P-416-11.JPG|Patriot Ordnance Factory P416]] for example.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:27, 25 September 2013 (EDT)&lt;br /&gt;
:All the guns are hybrids, and the game's artists won't be familiar with the internals so I would go with the gun that is most similar in look, even if the similarities are all on the cosmetic parts and the dissimilarities affect the internals. Also the Combat SMG is an MP5 hybrid, not a Scorpion.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 11:15, 26 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== pics of all guns except special edition weapons ==&lt;br /&gt;
&lt;br /&gt;
I went and got the game guide. Here are pics of all the guns.&lt;br /&gt;
&lt;br /&gt;
http://s13.postimg.org/5humxnsfr/gta_Weap.png&lt;br /&gt;
&lt;br /&gt;
[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 15:23, 26 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ANALYSIS: Daniel Defense MFR 9.0 (Airsoft) ==&lt;br /&gt;
&lt;br /&gt;
I've identified the firearm &amp;quot;Carbine Rifle&amp;quot;, I analyzed it done here&lt;br /&gt;
&lt;br /&gt;
[[Image:Socom-Gear-Daniel-Defense-MFR-9-001.jpg|thumb|none|400px|Daniel Defense MFR 9.0 Airsoft]]&lt;br /&gt;
[[Image:Socom-Gear-Daniel-Defense-MFR-9-002.jpg|thumb|none|400px|Daniel Defense MFR 9.0 Airsoft]]&lt;br /&gt;
&lt;br /&gt;
Ace skeleton stock:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ace Stock Medium1.jpg|thumb|none|400px|Ace skeleton Stock]]&lt;br /&gt;
&lt;br /&gt;
Reference: http://jagprecision.com/daniel-defense-m4-mfr-series-from-socom-gear/&lt;br /&gt;
&lt;br /&gt;
PaulD21x (talk) 08:27, 27 September 2013 (VE)&lt;br /&gt;
&lt;br /&gt;
Nailed it, nice.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:58, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not really, look a couple of sections above. The handguard is a Daniel Defence MUR (or at least a close approximation of one), but the upper receiver appears to be a VLTOR and the lower is not a DD one. Also you have the fact that the stock appears to be an Ace ARFX-E &amp;quot;Entry&amp;quot; stock which is the short one but this is fixed and not retractable, whereas this is extended out on the buffer tube like a regular AR-15 carbine style stock (I assume this is more due to ignorance rather than it being based on something else). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:43, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it is a customized gun with a Daniel Defense MFR handguard, VLTOR MUR upper, Brownells 3 pongs flash hidder, the lower looks to be a NorthTech Billet receiver (with de fix trigger guard), the front BUIS is like a Troy Front sight and the rear a A2 type but simplified (or an unknow model), Hogue pistol grip (or any other model) and the ACE stock (but we can see they are nothing to move it because it is a fix stock and not a telescopic, an error).  But it is not a basic model for me. --[[User:ArmaLite15|armalite15]] ([[User talk:Armalite15|talk]])&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Combat Pistol&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Me again, noting that you guys missed a pistol.&lt;br /&gt;
&lt;br /&gt;
Of course, this pistol is simply called the &amp;quot;Combat Pistol&amp;quot; and resembles the Beretta PX4 Storm Subcompact in a way. I have no way of getting screens and I haven't seen any so far. I haven't progressed far enough into the game to unlock it, but it can be viewed at the Ammunation stores if anyone had the game and wants to look. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:12, 27 September 2013 (EDT)&lt;br /&gt;
:No, we haven't missed it. Read a couple discussions above, we're still trying to come to a consensus on what it is. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:51, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah, I see sorry. I missed that discussion. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:03, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Phone shots ==&lt;br /&gt;
&lt;br /&gt;
So I hear you could take snaps using the in-game smart phone. Would it be possible to get some screenshots that way? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:37, 30 September 2013 (EDT)&lt;br /&gt;
:Not sure, you have to sign up to Rockstar Social Network to do it, and I ''bet'' it watermarks them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:45, 30 September 2013 (EDT)&lt;br /&gt;
::Actually there is no watermark, but these pictures are only 640x360, and have a filter added that makes them look like low quality analog picture.--[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 15:34, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't think you can take phone pictures while armed, although you might get some from cops or security guards with guns, and take photos in the Ammu-Nation.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:30, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== In case you're wondering... ==&lt;br /&gt;
&lt;br /&gt;
Cleetus' second hunting mission is bugged (hopefully forever) and when he tells you to hunt the last Elk it lets you wander the entire map with no possibility of triggering a police alert, meaning you can wander around in the military base to your hearts' content. You can keep anything you take by just causing an explosion (''anywhere'' on the map, but the jet's missiles don't count) which will spook the elk and let you quit out of the mission. I can't find anywhere to store the tank that Trevor can own, though. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:49, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm gonna have to exploit that. I've tried constantly to get a Titan, but I can never get it off the ground before a tank blows me up. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:54, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can we just settle on the &amp;quot;Carbine Rifle&amp;quot; by describing the components that it's constructed from? ==&lt;br /&gt;
It's obvious that it's not any named product (like the DDM4 it's currently IDed as but clearly is not), so can we just call it a custom AR-15 (like we do other franken ARs), ID it by its individual components, then be done with it? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:30, 3 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Moving these here for now, since I've changed the Carbine Rifle entry to reflect that it is ''not'' a DDM4.&lt;br /&gt;
[[File:DDM4sbr.jpg|thumb|none|500px|DDM4 300 SBR with Magpul MOE stock, Magpul PMAG magazine, and KAC vertical foregrip - 300 BLK]]&lt;br /&gt;
[[Image:AF02-F-OT-ARFXE-ARULE-5.jpg|thumb|none|450px|Ace Skeleton Stock]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:53, 19 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Beach Bum pistol ==&lt;br /&gt;
&lt;br /&gt;
A new handgun will be added in the next update/free DLC, called the &amp;quot;SNS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
http://s.pro-gmedia.com/videogamer/media/images/xbox360/gta5/screens/gta5_269_605x.jpg&lt;br /&gt;
&lt;br /&gt;
Probably a movie reference, perhaps it's a Walther PP of some form.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:49, 13 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Beach Bum pack is out, the SNS pistol looks like a Heckler &amp;amp; Koch P7 M13 fitted with wood grips and a round trigger guard.[[User:Zebracherub|Zebracherub]] ([[User talk:Zebracherub|talk]]) 20:01, 19 November 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Gun pic on Social Club ==&lt;br /&gt;
&lt;br /&gt;
Close view of the most used gun can be seen in the Social Club.&lt;br /&gt;
&lt;br /&gt;
[[File:SocialClubAR15.jpg]]&lt;br /&gt;
&lt;br /&gt;
This is a Northtech Billet lower, VLTOR Upper, A2 type &amp;quot;simplified&amp;quot; rear sight, ergonomical pistol grip but the upper is strange, it is raised up like the HK-416. And the handguard is very close to the Daniel Defense MFR 9.0..[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 19:43, 17 November 2013&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Carbine Rifle&amp;quot; mounting an image  ==&lt;br /&gt;
&lt;br /&gt;
Since I edited the image from Photoshop, is a mixture: that's to HK-416 - Northtech Billet lower, A2 type &amp;quot;simplified&amp;quot; rear sight, ergonomical pistol grip, Brownells 3 pongs flash hidder, Ace Skeleton Stock And the handguard is the Daniel Defense MFR 9.0 &lt;br /&gt;
[[File:GTAVCARBINERIFLEMIXTURE.jpg|thumb|none|700px]] &lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 21:23, 21 November 2013&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is that a Pimpmygun pistol grip? [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:06, 21 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
No, I'm pretty sure he just Shopped in the grip from the Social Club image above. Also, if you wanted to create a composite, you could have just done an image search for the actual lower receiver used (I found plenty on Bing), because as has been previously stated, '''not a single component on this gun corresponds to the HK416'''. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:39, 22 November 2013 (EST)&lt;br /&gt;
:There is possibly part of an HK416 potentially in there, as in the social club image you can see that the shape of the top rail at the rear steps down ahead of the charging handle like an HK416, which is not the case with a VLTOR MUR which the rest of the receiver is. This composite photoshop just uses a vanilla HK416 upper though which is not correct for the game gun.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:15, 22 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
It's all moot now, because I've solved the image problem. Found this during a Bing search for &amp;quot;gta v carbine rifle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5-Carbine-Rifle-Example.jpg|thumb|none|500px|The in-game &amp;quot;Carbine Rifle&amp;quot; - 5.56x45mm]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:23, 22 November 2013 (EST)&lt;br /&gt;
:On seeing that, it looks like it has an HK416 gas block as well.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:27, 22 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think the rifle may just have an HK416 upper receiver, Daniel Defense has started to make rails for it in the same style as the MFR and it fits on any standard AR lower, so that simplifies the whole description of it being a mishmash of parts. [[User:Recon42|Recon42]] ([[User talk:Recon42|talk]]) 14:11, 7 June 2014 (EDT)&lt;br /&gt;
:Well ok but the image is too old and is not very bad does not seem like a rifle in game, then I'll ride currently photoshop to enhance the pieces, the rest of the firearm. [[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 17:41, 06 September 2014 (VST)&lt;br /&gt;
&lt;br /&gt;
== Combat MG ID and non-player weapons ==&lt;br /&gt;
This is a response to Ultimate94 recently changing the MK46 Mod 0 ID back to Mod 1. The Mod 1 lacks a 12 o'clock Picatinny, using the M249 heat shield instead. This was done, AFAIK, to facilitate the re-inclusion of the carry handle. The Combat MG has a Picatinny rail in this position (albeit a low profile one), which would therefor make it a Mod 0. The weapon render linked to on the GTA Wiki is far too small to discern any details from, so doesn't prove anything.&lt;br /&gt;
&lt;br /&gt;
Why were the non-player weapons added back to the main categories? Every other GTA game on IMFDb is formatted with non-player weapons in a separate &amp;quot;Other&amp;quot; category. What's the objection to this page being the same?&lt;br /&gt;
&lt;br /&gt;
The artwork of Michael holding the MK18 doesn't appear in the game as a loading screen (unlike the Type 56 artwork), so it should be deleted from the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:42, 30 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's been five months now and no one has responded, so I'm moving the non-player weapons to their own category and marking the MK18 artwork for deletion. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:49, 15 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Valentines Day M1928 Thompson ==&lt;br /&gt;
So there's going to be a free Chicago Typewriter coming up.&lt;br /&gt;
http://socialclub.rockstargames.com/news/article/52186/Coming-this-Friday-The-GTA-Online-Valentine-s-Day-Massacr[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:23, 11 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
It's classed as an LMG in-game, with superior stats compared to the PKM (except for mag capacity), making it a good choice for anyone who hasn't unlocked the PKM, or someone who can live without the extra ammo capacity or aim-down-sight zoom (Tommy Gun doesn't get an optic) until they unlock the M249/M60 hybrid --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 03:33, 15 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
You can acquire a PKM in a few places right at the start of the game if you know where to look, though. Inside the gate at the Vagos' compound in East LS, for example (as long as you aren't wearing Families colors, you'll have plenty of time to get in and out before their threats turn into gunfire... usually). You just can't buy any mods for it yet. Quite a few weapons are ripe for the picking if you know where to look, actually. Type 56, MP5, MGL, AW, Minigun (''extremely'' hard to get as it's inside Fort Zancudo, though), Super Shorty, RPG, Assault Shotgun (another hard one to get, as it's pretty deep inside the Altruists' mountain compound), grenades, Jerry can, and Molotov cocktails. The Mossberg Cruiser can be acquired quite easily from police as long as you escape your wanted level quick, or if you happen upon a chase and follow until it erupts into a shootout (the criminals usually win LOL). A Carbine Rifle can also be effortlessly acquired from an isolated Merryweather mercenary at their LS Port &amp;quot;turf&amp;quot; if one is careful (I wouldn't advise trying to get one from the LSPD officers lingering around LS International, though). I like having the Thompson in the game, don't get me wrong, but it's largely a gimmick weapon. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:44, 8 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Removing images ==&lt;br /&gt;
&lt;br /&gt;
I'm in favor of keeping the PKM image on the page, but only because this page is currently incomplete and it's the only screenshot available. I expect a better image will be available when more screencaps are available and the page is completed. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 18:49, 25 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cut weapons ==&lt;br /&gt;
&lt;br /&gt;
So I just found this, worthy of mention in the discussion page at least:&lt;br /&gt;
http://gtaforums.com/topic/678397-the-gta-v-beta-hunt/page-6&lt;br /&gt;
&lt;br /&gt;
In addition to several melee weapons, there are some icons for the XM25, a DMR variant of the AR-15 (seems to be referred to as M14), a HK21, and a SCAR-H.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:44, 26 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
A poster there states they weren't cut, but rather just aren't enabled for player use. So maybe Rockstar is holding them back as future DLC? I'd love to have that AR-15 sniper rifle (which resembles an M110A1, which, AFAIK, is an M110 with the fixed stock replaced with a collapsible one). I always felt the next upgrade from the bolt action should have been a semi-auto .308, with the Barrett placed in the slot with the MGL, RPG, and Minigun, and made to do more damage to vehicles. The stock on the SCAR's in-game render looks like it was taken from the LSAT machine gun, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:29, 26 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== New upcoming DLC ==&lt;br /&gt;
The &amp;quot;Heavy Pistol&amp;quot; and &amp;quot;Special Carbine&amp;quot; will be released next week.&lt;br /&gt;
[[File:GTAV-HeavyPistol-SpecialCarbine.jpg|thumb|none|600px]]&lt;br /&gt;
The carbine is clearly a G36K, but the pistol seems to be a 1911 of some kind. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:23, 27 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From looking at the gun itself and at the Social Club page, I think the pistol looks a lot more like a 1911 than an FNX-45, or maybe some sort of Kimber-esque thing. The grip and grip panels look far more 1911 than FN. Cheers, [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
*EDIT: here's a link that shows the Social Club image, and shows how it more resembles either a regular 1911 or some sort of Kimber-style tactical model: http://gta.wikia.com/Heavy_Pistol [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
&lt;br /&gt;
It most resembles a [[Springfield_Armory_1911_Series#Springfield_Armory_Tactical_Response_Pistol_.28TRP.29|Springfield TRP Operator]] with the slide derived from the OTs-33 to me. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:44, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
definitely looks like a Springfield TRP operator with mabye some cz97 http://www.lipseys.net/images/CZ01411.jpg?maxwidth=520--[[User:Anarchy66660|Anarchy66660]] ([[User talk:Anarchy66660|talk]]) 22:03, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
That's definitely a TRP Operator frame, the new pistol doesn't resemble an FNP very much. The slide looks like a flatter version of a normal 1911.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:43, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Heavy Pistol ==&lt;br /&gt;
&lt;br /&gt;
Could the heavy pistol be an Enterprise Arms Wide Body 1911? &lt;br /&gt;
[[File:Entreprise Wide Body 1911.jpg|thumb|none|350px|]]&lt;br /&gt;
The slide is very flat like the heavy pistol, they both have the full dust cover rail, wide rear cocking serrations, and lack of front cocking. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:14, 8 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
I think you got it, looks dead on to me. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:01, 8 March 2014 (EST)&lt;br /&gt;
:It is pretty close, but I think that is just coincidence. There are a number of differences that suggest it is not based on this gun such as the fibre optic sights, different numbers of slide serrations, lack of a beavertail (or in fact a grip safety at all by the look of it), a seemingly changeable curved backstrap, slanted rather than vertical trigger guard front, different grips, and most definitively the fact that it has a single rather than double stack frame.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:29, 8 March 2014 (EST)&lt;br /&gt;
::None of the guns in the game are exactly modeled after anything. The Taurus has a different number of slide serrations, a different hammer, etc. Hell, look at the &amp;quot;Desert Eagle.&amp;quot; The Heavy Pistol is at least a lot closer to this gun, than the Operator. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:12, 9 March 2014 (EDT)&lt;br /&gt;
:::To me it seems much more likely that the guy who made it simply messed around with a standard 1911 rather than modelling it after a relatively obscure custom gun though. To be honest a lot of the gun IDs on this page are pretty far fetched, in particular the so-called &amp;quot;OTs-33 Pernach&amp;quot; which looks absolutely nothing like one (to me this gun actually looks like it is the bottom half of a 2nd series [[Colt Woodsman]] with some tactical crap slapped on the top). Weapons which appear to be fictional but bear a vague (possibly coincidental) resemblance to something real should not be definitely listed as this (such as saying that &amp;quot;The Enterprise Arms Wide Body 1911, released with the &amp;quot;Business Update&amp;quot; DLC, appears as the Heavy Pistol.&amp;quot; which is not really the case). For most of these guns the proper thing to do would be to have the heading for the section be, for example, &amp;quot;Heavy Pistol&amp;quot; and state underneath that it is a 1911 type pistol bearing some similarities to the Enterprise Arms Wide Body 1911 but with several notably differences. Similarly for the &amp;quot;Special Carbine&amp;quot;, not a single part of that is actually taken from a real Heckler &amp;amp; Koch G36C, it is just a random collection of different parts (some of them real, like the [http://www.fab-defense.com/en/category-pistol-grips/id-1/m16-m4-ar15-tactical-ergonomic-pistol-grip.html FAB Defense AG-43 AR-15 pistol grip]) which have been assembled into the vague shape of a G36C--[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 14:17, 9 March 2014 (EDT)&lt;br /&gt;
::::I think the SpeCarbine has G36K resemblence in the upper receiver/ handguard and top rail, just a lot more flat than the real thing. The AP pistol definitely has a Woodsman grip, the slide was probably incorrectly based on a Kriss KARD. The frame of the SNS pistol resembles the HK P7M10, too.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:23, 2 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bullpup Rifle ==&lt;br /&gt;
It looks like it has a 7.62x39mm AK magazine, so shouldn't it go in the rifles category despite it being classified as an SMG in-game? Same goes for the &amp;quot;Assault SMG&amp;quot;, which clearly has a 20-round AR-15 mag. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:18, 2 April 2014 (EDT)&lt;br /&gt;
:I think it was put in the SMG category by accident, &amp;quot;Bullpup Rifle&amp;quot; clearly indicates it is going to be classified as an assault rifle. Looks like a hybrid of the QBZ-95 and it's B carbine.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:48, 2 April 2014 (EDT)&lt;br /&gt;
:I think that it's a shame that it's a QBZ at all and not the L85 it looked like in one piece of concept art (below) [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
[[File:Gtao-hl-bpr.jpeg]]&lt;br /&gt;
&lt;br /&gt;
http://www.forgottenweapons.com/wp-content/uploads/2013/06/fa03-right.jpg&lt;br /&gt;
&lt;br /&gt;
I think it's a FA 03 (LAPA FA-03).&lt;br /&gt;
&lt;br /&gt;
[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 15:18, 23 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It was probably meant to be an amalgamation, as most of these guns are, as the magazine, handguard, barrel length and rear sight were clearly L85, whereas the front sight and carry handle were FA 03. [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]]) 09:28, 18 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AP Pistol ==&lt;br /&gt;
&lt;br /&gt;
I just saw this on Modern Firearms. http://world.guns.ru/smg/usa/scamp-e.html Does anyone else think the AP Pistol looks more like the Colt SCAMP than the OTs-33 Pernach? [[User:Rockinthecasbah|Rockinthecasbah]] ([[User talk:Rockinthecasbah|talk]]) 18:35, 10 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can't see any resemblance myself, not that it looks like a Pernach either, but it really, really doesn't look like the SCAMP [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
&lt;br /&gt;
There are a few similarities in shape and layout to the SCAMP. The squared slide/frame, the ejection port, the central alignment of the barrel. It's not perfect, but all the guns in this game have had creative licenses taken by the designers. There are no specific similarities between the AP Pistol and the OTs-33. [[User:Rockinthecasbah|Rockinthecasbah]] ([[User talk:Rockinthecasbah|talk]]) 16:37, 15 May 2014 (EDT)&lt;br /&gt;
:Rather than rolling back edits without explanation, work it out here. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:51, 16 May 2014 (EDT)&lt;br /&gt;
::The page is locked again, for one week this time. Like I said, work it out here. Present your arguments and your evidence. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:10, 27 May 2014 (EDT)&lt;br /&gt;
:::Another week and no discussion. Very well. If this edit warring continues, bans will be issued. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:44, 3 June 2014 (EDT)&lt;br /&gt;
::::I think the recipe for this thing is:&lt;br /&gt;
::::*Take a TDI KARD&lt;br /&gt;
::::*Think the thing under the barrel which is actually the action is a LAM and take it off because your game doesn't have LAMs&lt;br /&gt;
::::*Think the charging handle is a cocking serration and turn it into the back of a slide&lt;br /&gt;
::::You now have the AP pistol. SCAMP seems way obscure for a positive ID and it doesn't really look like one anyway. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:30, 17 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Love all the vehicles and weapons as free DLC, I really do, but... ==&lt;br /&gt;
It would be nice if we got something other than just pistols and assault rifles. There's already more of those than any other weapon type. I wish they'd add some of the cut weapons detailed a few sections up (M110-style sniper rifle, XM25-style grenade launcher, etc.) in addition to new stuff. Would love an MP7A1 and a Carl Gustav rocket launcher, for example. Maybe add some new weapon attachments like laser sights and different optics. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:06, 13 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New weapons leaked? ==&lt;br /&gt;
&lt;br /&gt;
Hey I found this surfing web: http://www.se7ensins.com/forums/threads/leaked-future-dlc-weapons.1141769/&lt;br /&gt;
There is a picture showing some icons for weapons that already have been added and some that we will probably see in future.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/S5amZ8I.png - icons&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/F8T96mT.png - textures for weapons&lt;br /&gt;
&lt;br /&gt;
New weapons include: HK21 MG, SCAR-H, pistol and a knife  --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 02:22, 29 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See my post on the cut weapons above, although it's entirely possible the HK21 and SCAR are being re-added from cut content. The pistol looks new, too. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:34, 29 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Snipers rifles ==&lt;br /&gt;
&lt;br /&gt;
Some changes should be made to the sniper rifles on the page, (The page is now indefinitely protected due to edit warring in which I was involved, but I won't change that edit again. Can someone of the admins remove the protection?) The bolt-action sniper rifle in-game is an AWM, not a standard AW, since the weapon model shows a folding stock (although in this case the 10-round mag would be incorrect). As for the &amp;quot;Heavy Sniper&amp;quot;, I think that it's an M82, since the weapon's appearance in-game doesn't seem to match the rail system seen on the M107. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:30, 7 June 2014 (EDT)&lt;br /&gt;
:I've unlocked it. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:48, 7 June 2014 (EDT)&lt;br /&gt;
::As with the vast majority of the guns on this page, it is not a perfect match for any particular AI rifle. However, I would say that it is more accurate to call it a standard AW as opposed to an AWM. If you look at the ejection port it appears to be the shorter one which is on the AW as the recess in the stock beneath is notably larger, as opposed to on the AWM where the port is almost the same size as the recess. Also, just because it has a folding stock does not make it an AWM, they make AWs with folding stocks such as [[Media:Arctic Warfare Folding Stock.jpg|this]], just like they make AWM with fixed stocks like [[Media:AWSM fixed.jpg|this]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:30, 7 June 2014 (EDT)&lt;br /&gt;
:::Mmm... I understand. And what about the Barrett? (And a question: is it ''always'' the case for an AW to have a 10-rd mag and for an AWM to have a 5-rd one? Or can these capacities vary?) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:36, 8 June 2014 (EDT)&lt;br /&gt;
:::Isn't it more accurate to put the Barrett M82 instead of the M107? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:42, 10 June 2014 (EDT)&lt;br /&gt;
::::Not really, as the main difference between the two is the sight rail and the rail used on this matched neither (M82A1 is short raised, M107 is long low). The other difference would be the rear grip on the butt, but as this model is horrifically inaccurate and omits this whole area that doesn't really help. You could say that it is slightly closer to an M82A1 (not M82, that it is the original version which is noticeably different) as the riser for the rail is slotted, but you could also argue that it is closer to an M82A3 as it has a raised rail stopping a couple of inches short of the front of the handguard. I would either just identify it as a &amp;quot;Barrett M82 Series&amp;quot; rifle or (more preferably in my opinion) just call it the &amp;quot;Heavy Sniper&amp;quot; and say that it is based on an M82 series rifle with a number of differences (presence of a cheek rest, lack of a grip on the butt, wrong magazine which looks more like a giant M14 one, different scope rail, odd handguard that looks like it can accept side rails like some AR-15 handguards/monolithic uppers, different muzzle brake, unfluted barrel, etc.). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:18, 10 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carbine Rifle 2.0 ==&lt;br /&gt;
[[File:Tokyo Marui M4 S-System.jpg |thumb|none|600px|Tokyo Marui M4 S-System]]&lt;br /&gt;
It's kinda obvious that the carbine rifle is not based on a specific variant, but here's something resembling it (although the length of the forearm &amp;amp; barrel are obviously different). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:38, 5 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:They're both AR-15 based, but beyond that, the TM S-System bares no resemblance at all to the Carbine Rifle. Handguard is wrong, sights are wrong, barrel length and flash hider are wrong, and receiver components are wrong. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:53, 6 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Piece of advice ==&lt;br /&gt;
If you've bought the Collector's or Special Edition of this game and Rockstar Support suggests you uninstall and reinstall the patches/DLC in response to any problems you're having, '''don't do it'''. I did this after the monster truck, motorcycle, and firework launcher from the Independence Day DLC disappeared from my game and now all my Special Edition bonuses (Desert Eagle, KSG, blimp, and extra weapon tints) are gone and (so far) unrecoverable. :( They gave me $500K GTA bucks for use in GTA Online as compensation (which I'm happy with), but I'm still saddened by the loss of my SE stuff. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:05, 9 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== These guns ==&lt;br /&gt;
&lt;br /&gt;
I can give some leeway to games set in the near future (Black Ops II, Advanced Warfare, Titanfall, Ghost Recon Future Soldier, Homefront, etc.), but these guns look so hideous looking. How can you botch these up so badly? I can understand if Rockstar was trying to make &amp;quot;generic&amp;quot; guns, but they did a good job with GTA IV, RDR, and Max Payne 3, and suddenly they make guns that look like generic rip-offs. - [[User:1morey]] August 14, 2014 7:21 PM (EST)&lt;br /&gt;
&lt;br /&gt;
Gotta agree. I expected better from R*. At least there are still reconizable ones such as the RPG-7 and the Type 56-2.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 19:36, 14 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it's supposed to be the same approach that they take with cars, really. I appreciate the customization and more detailed reloads though.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:26, 14 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have no problem with their looks, as it makes sense from an in-universe perspective to have frankenguns just like they have frankencars, I just wish they'd go all the way and give them less generic names. There are already a few firearm manufacturers named in the game. The MP5, PT92, Combat Pistol, and KSG are made by &amp;quot;Hawk and Little&amp;quot;, and the Carbine Rifle and M82 are made by &amp;quot;Vom Feuer&amp;quot;, for example. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:14, 6 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== New screenshot for Xbox One, Playstation 4 and PC ==&lt;br /&gt;
New screenshots revealed by Rockstar Games for Xbox One, PS4 ​​and PC.&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 21:23, 16 September 2014 (VST)&lt;br /&gt;
&lt;br /&gt;
== Marksman Rifle ==&lt;br /&gt;
&lt;br /&gt;
Although the barrel assembly matches the M14, I think the &amp;quot;Marksman Rifle&amp;quot; has some resemblance to a Ruger Mini-30 in the Clyde Armory SCAR stock&lt;br /&gt;
http://clydearmory.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/c/l/clyde_armory_scar_stock_mini30.jpg&lt;br /&gt;
&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:08, 3 October 2014 (EDT)&lt;br /&gt;
:I personally believe that it was probably modeled off a picture of a Mini-14 with a barrel stabilizer, giving it the look of an M14 gas tube. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 21:32, 3 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Eww ==&lt;br /&gt;
&lt;br /&gt;
Huh. Is it just me, or are the weapon models in this game amazingly ''ugly''? Not Dead Island levels of atrocious, but just kind of...off. --[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 23:28, 27 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== R5? ==&lt;br /&gt;
&lt;br /&gt;
It seems that the carbine rifle has some components similar to that of the [[Remington R5 RGP]] (excluding the handguard and barrel lenght). Any ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:45, 28 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
What specific components are you referring to? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:53, 28 October 2014 (EDT)&lt;br /&gt;
:Only similarity I see is the AAC Blackout flash hider......[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 28 October 2014 (EDT)&lt;br /&gt;
::Yeah, the flash hider, as well as the pistol grip and some receiver components. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 28 October 2014 (EDT)&lt;br /&gt;
:::Which part of the receiver? Thing is, the Ergo Grip and flash hider aren't specific to the R5, so I feel as stated above, the Carbine Rifle is a frankenArmalite of sorts.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:17, 28 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just don't get why people can't accept that this is an unnamed frankengun and not an existing named model. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:31, 16 December 2014 (EST)&lt;br /&gt;
:That's why I talked about some components, not the entire weapon :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:56, 29 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rail Gun ==&lt;br /&gt;
It's one of the current gen exclusives.&lt;br /&gt;
&lt;br /&gt;
[[File:GTAV-RailGun.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
What section on the page should it go on? Launchers? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:24, 28 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First Person Mode  ==&lt;br /&gt;
&lt;br /&gt;
So the weapons look far more detailed in the new version:&lt;br /&gt;
http://www.ign.com/articles/2014/11/04/grand-theft-auto-v-a-new-perspective&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:09, 4 November 2014 (EST)&lt;br /&gt;
:New PC is seeming a better idea every day. Hope it supports SLI properly rather than using some horribly gimped engine like Wolfenstein did. Also hope there's more heist missions in single this time around. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:25, 4 November 2014 (EST)&lt;br /&gt;
::PC version will require 65 gigs of HD space o_O [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 20:54, 15 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Carbine Rifle (Next Gen) ==&lt;br /&gt;
&lt;br /&gt;
See more detailed, appear in the trailer for PS4 and Xbox One). You can see &amp;quot;5.56mm&amp;quot; and others. They are visible, while the previous version (Xbox 360 and PS3) did not like this.&lt;br /&gt;
Puts 0:43 min   https://www.youtube.com/watch?v=kFhkHFSytVU&amp;amp;feature=youtu.be&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 00:24, November 2014 (VST)&lt;br /&gt;
:And first-person model [http://gta.wikia.com/File:VomFreuer-GTAV-reload.jpg here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:26, 11 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== GRAND THEFT AUTO 5 ONLINE HEISTS (FINALLY) REVEALED ==&lt;br /&gt;
&lt;br /&gt;
Here's news from IGN, the incredible video, more weapons, screenshot and others. [http://www.ign.com/articles/2014/12/16/grand-theft-auto-5-online-heists-finally-revealed?watch=&amp;amp;utm_campaign=fbposts&amp;amp;utm_source=facebook here].&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 11:33, 16 December 2014 (VST)&lt;br /&gt;
:So how many more years do you think it'll be before they actually release it? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:09, 16 December 2014 (EST)&lt;br /&gt;
::Only I mean weapons are usable as Browning M2, the Russian DShK. [[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 12:05, 16 December 2014 (VST)&lt;br /&gt;
:::I would imagine the miniguns on the Lynx-like helo are as well. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:28, 16 December 2014 (EST)&lt;br /&gt;
You're right. It took a long time by R*.[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 12:10, 16 December 2014 (VST)&lt;br /&gt;
:Well, in their defense, the programming side of it was probably a ''lot'' harder than the interview lets on. Most gamers are an inconsiderate bunch who don't understand how difficult it really is to make these games. There are millions, possibly ''billions'', of lines of code running in the background and even so much as a single misplaced punctuation mark or simple misspelling can cause the game to crash. I personally would rather have heists ''working correctly'' instead of quick. It's messed up how people out there can decry a game's development process &amp;quot;taking too long&amp;quot;, then complain when they end up with a bug-riddled game. You can either have quick or quality and I prefer the latter. Just to clarify, I'm not targeting anyone here as being like this, I'm just saying. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:28, 16 December 2014 (EST)&lt;br /&gt;
::Naw, that doesn't happen anymore, code's a lot more robust than old systems like BASIC and a lot of the error checking is automated. It's more like your body these days; it's not too hard to get it so it isn't doing quite what it's supposed to, but it takes some effort to outright kill it. And the biggest headaches are PC related because you have to deal with thousands of arbitrary configurations of hardware, drivers and software. Getting a new mode running for a game you spent, what, four years working on and based on an existing engine shouldn't take a year, most likely a lot of resources got eaten up by the next-gen version and heist mode for the last-gens got put on the back burner.&lt;br /&gt;
::Really it's not so much that it's taking too long as that they've spent a year saying it's coming soon. It would have been better if they'd just said it's ''not'' coming soon. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:39, 17 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, '''AIRCRAFT CARRIER'''?! I really hope ''that'' gets stuck off shore somewhere in story mode, though I somehow doubt it :(. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]])&lt;br /&gt;
:Eh, given how much ocean there is, for all we know it could be there now. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:10, 17 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we going to mention the Dillon Aero M134s (with anti-aircraft sights) fitted to the Huey seen in the trailer and screenshots. It also looks to be chin-mounted with a four-barreled variant of the M197 Vulcan, though seeing as how such a variant doesn't exist, I don't know if we just refer to it as a generic autocannon. Cheers, [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]]) 14:34, 3 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Thomspon M1928A1 ==&lt;br /&gt;
&lt;br /&gt;
Maybe it earlier M1921AC Thompson, only with horizontal foregrip?&lt;br /&gt;
&lt;br /&gt;
:An M1921AC with a horizontal foregrip basically ''is'' an M1928A1, aside from internal differences which a videogame gun doesn't have. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:31, 26 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Airsoft replica? ==&lt;br /&gt;
&lt;br /&gt;
http://image.noelshack.com/fichiers/2015/02/1420575808-player-exclusive.jpg&lt;br /&gt;
&lt;br /&gt;
When I was navigating on my statistic page in the social club website, I clicked on the link to have more information about the account transferring (old gen -&amp;gt; current gen) and I saw this drawing.&lt;br /&gt;
&lt;br /&gt;
As you can see, the bottom looks like a high cap airsoft M16 USGI magazine, and the top doesn't have lips, and looks to be the top portion of an airsoft mag.&lt;br /&gt;
&lt;br /&gt;
Maybe some guns in the game were rendered with airsoft model, like the Milkor MGL.&lt;br /&gt;
&lt;br /&gt;
[[User:ArmaLite15|Armalite15]] 21:31, 6 January 2015 (CET)&lt;br /&gt;
:A lot of games use airsoft guns as models to render in-game weapons, so it's incredibly likely that Rockstar did this. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 01:26, 7 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Revolver on billboard ==&lt;br /&gt;
Found this. Colt Anaconda?&lt;br /&gt;
&lt;br /&gt;
[[File:GTAV-Revolver.jpg|thumb|none|600px]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:40, 22 February 2015 (EST)&lt;br /&gt;
: Well, while the frame and cylinder look a bit large, the gun seems to be blued, which, if you want to be technically accurate anyway, would make it a [[Colt Python]]. Anacondas are stainless-steel only. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:47, 22 February 2015 (EST)&lt;br /&gt;
::There's also two Colt SAA's is also present on the San Andreas Park Ranger logo&lt;br /&gt;
:: http://img1.wikia.nocookie.net/__cb20131102155716/gtawiki/images/d/dc/Los-Santos-County-Seal.png [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:20, 22 February 2015 (EST)&lt;br /&gt;
:::Where's this billboard, BTW? Need to find it to replace the shot. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:53, 23 April 2015 (EDT)&lt;br /&gt;
::::I found one on the south side of the Gentry Manor Hotel in West Vinewood, at the intersection of Gentry Lane and Eclipse Boulevard. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:44, 25 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heists Update ==&lt;br /&gt;
&lt;br /&gt;
As of now, everything except for the ability to put a military jeep in your garage is exclusive to GTA Online. Very stupid decision on Rockstar's part, if you ask me. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 23:25, 11 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
The onscreen prompt in SP says new vehicles have been added to your properties, so I'm guessing it's just a bug that will get sorted out in the near future. I'd imagine Rockstar's main focus right now is rightly getting their servers sorted out to handle the high volume of traffic, because millions and millions of players getting on all at the same time is almost guaranteed to cause such problems. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:26, 12 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aircraft Carrier ==&lt;br /&gt;
&lt;br /&gt;
Since the Heist update, we can go into the new aircraft carrier during a mission (and also in freeroam with some exploit but it has been now patched). I saw a lot of missiles, but I can't identify them. There is also a CIWS Pahalanx at the rear part of the landing deck.[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 19:46, 30 March 2015 (CET)&lt;br /&gt;
:I don't think the missiles need to be ID'd, however, the &amp;quot;Savage&amp;quot; and &amp;quot;Valkyrie&amp;quot; helicopters both have Yak 12.7mm nose guns.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:13, 1 April 2015 (EDT)&lt;br /&gt;
::I'd imagine RIM-116 or one of the Sea Sparrow family, ID it in the background if you can get a shot of the box launcher. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:50, 3 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page inaccuracies. ==&lt;br /&gt;
&lt;br /&gt;
First, I'm incredibly certain that the &amp;quot;Makarov PM&amp;quot; in Righeous Slaughter 7 is just a Walther PPK, second, the Colt 1851 Navy's on the Patriot Beer logos are just standard cap-firing LeMat revolvers. [[User:PaperCake|PaperCake]] 16,57 , 17 April 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
What's with the point about the suppressor being removed when drive-by shooting from cars? I remember testing on the Xbox 360, and it wasn't the case. Could it be a bug on the enhanced next-gen version? (at least in FPS view?) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:52, 20 April 2015 (EDT)&lt;br /&gt;
:In first-person when you're shooting from a car, it has no suppressor and it makes the sound of unsuppressed gunfire, I'm fairly sure it's also unsuppressed in third person though I'd have to go back and check to be certain. It's most likely so they don't have to have two sets of animations for using the gun in the car to stop the suppressor clipping through things, or that stopping the suppressor clipping through things required holding the gun model so close you couldn't see it properly. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:24, 20 April 2015 (EDT)&lt;br /&gt;
::Yep, guns fired from cars make their no-suppressor sound in third person too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:09, 21 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== QBZ-95-1 really a Type 86S ==&lt;br /&gt;
&lt;br /&gt;
The Bullpup Rifle/ QBZ-95-1 is really a Type 86S AK Bullpup configuration made in China. You can see the similarities in the stock, the other features are from some other guns, such as the AR15/M16 front sight. [[User:DeadpoolDeadcool|DeadpoolDeadcool]] ([[User talk:DeadpoolDeadcool|talk]]) 23:32, 20 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it's based on the LAPA FA03 for the cooling vent and the front sight (but they preferred to recycle the sight of the carbine in GTA IV), the Type 86 for the rear portion and the QBZ 95 for the middle and front low portion of the rifle.&lt;br /&gt;
&lt;br /&gt;
[[User: ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) &lt;br /&gt;
08:08, 23 April 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
==Last edit (which was an undo of another edit) regarding 'full-auto fire'==&lt;br /&gt;
Though the summary didn't get all of my statement, the reason I changed it back is because A) it sounds like a notable difference between the stated/printed documentation for the game and what is actually in there, and we generally note differences of that sort on pages and B) If you hold down the trigger (or in this case, the mouse/controller button) and you get more than one round fired at a time in any remotely rapid succession it's by definition fully-automatic - The rate of fire being slower is irrelevant; We have noted guns that fire that slowly on the site as fully-automatic because that's what they are. If there's a substantial pause between shots (I'd say a second or so) that's one thing, but if it's just not as fast as most other full-auto guns that's again irrelevant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:34, 17 June 2015 (EDT)&lt;br /&gt;
:Just because you hold down the button to fire multiple shots doesn't make the weapon fully-automatic. Look at most other weapons in the GTA series that share this characteristic, yet are still noted to be semi-auto. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:15, 17 June 2015 (EDT)&lt;br /&gt;
::It's probably worth noting it fires continuously if you hold down the button but is slow enough to be semi-auto, that covers all bases. A lot of games will re-fire semi-automatic weapons after a while if you hold the button down (I think it's something GoldenEye started, the deal there was you could fire pistols much faster by tapping the button than holding it) and this could be reasoned to be the player character pulling the trigger again rather than holding it down. I mean some games will do the button-holding thing with manually operated weapons, and when you have the player character operating a bolt on-screen you can't possibly say it's a fully automatic weapon. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:24, 17 June 2015 (EDT)&lt;br /&gt;
::: ^ Indeed, and that's fine. I'm just saying, a slow-fire rate does not equal ''not'' full-auto, it is just what it is - slow. That said, as I stated, if there is a decent pause between shots, that's different - that can be inferred as semi-auto fire. It just didn't sound like that was the case. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:34, 17 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Just made a Slow Motion video with all details. ==&lt;br /&gt;
https://www.youtube.com/watch?v=04h10L9eMNY&amp;amp;feature=youtu.be (watch in 1080p for the details), be free to do the same thing or to post use it as you want.&lt;br /&gt;
&lt;br /&gt;
Using the Rockstar Editor is very nice to see details of firearms in the game. Also we can see that every hammer fired pistols are DAO. --[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 23:44, 22 June 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
Good video, here's an equivalent in first person (not my video) https://www.youtube.com/watch?v=f3wBvrNTdNA&lt;br /&gt;
--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:36, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lowriders trailer ==&lt;br /&gt;
&lt;br /&gt;
A new update coming soon, and there's at least one new weapon, which looks like TEC-9, but the barrel shield is a bit different. Trailer here https://www.youtube.com/watch?v=E9oOnUNJkBE --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 10:19, 16 October 2015 (EDT)&lt;br /&gt;
[[File:GTAVTEC9-1.jpg|400px|thumb|none|]]&lt;br /&gt;
:Might be they bulked up the shroud to look better with a suppressor, I guess. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 00:17, 17 October 2015 (EDT)&lt;br /&gt;
:Yeah, I'm inclined to say beefed up barrel shroud, too. But yay, we get a classic street thug SMG! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:28, 17 October 2015 (EDT)&lt;br /&gt;
::I rather see a Mac-10 but oh well. Never liked the look of the Tec-9. (also i did not the Tec-9 was actually from sweden to begin with, that feels weird)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:12, 17 October 2015 (EDT)&lt;br /&gt;
:::It resembles the original [[TEC-9]] is '''very distantly''': [http://gta.wikia.com/wiki/File:MachinePistol-GTAV.png]. I would even say that this &amp;quot;TEC-9&amp;quot; with the original nothing in common except the ''name''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 22:04, 07 November 2015 (UTC+2)&lt;br /&gt;
::::If anything, that gun looks more like a Calico, based on the grip design. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:47, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Heavy Revolver...only in GTA Online? ==&lt;br /&gt;
So they finally add a revolver to the game...and restrict it to GTA Online? What the @$%*, Rockstar?! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:56, 25 January 2016 (EST)&lt;br /&gt;
:Yeah it's lame, but then again, the revolver's pretty lame too. BTW if you're playing this on PC you can just a use a trainer in order to give yerself the revolver. If you're on console, then you're fucked.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:15, 26 January 2016 (EST)&lt;br /&gt;
::Yeah, I'm on console. The only thing I can play on PC with any amount of success are RTS games like Total War. I just can't get the hang of keyboard controls. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:32, 26 January 2016 (EST)&lt;br /&gt;
:::Honestly I think the Thompson Contender pistol shoots as fast as the revolver does. Maybe you could use it in the Rockstar Editor/map maker.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:32, 26 January 2016 (EST)&lt;br /&gt;
::::360 and PS4 controllers work on PC and GTA V has full controller support--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:37, 26 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
Sorry for the crappy picture- I had more pics that got eaten somehow. What are yall's opinion on this gun?&lt;br /&gt;
[[File:GTA_5_Double_Barrel_Shotgun.jpeg|500px|thumb|none|This Stalker needs to get out of here- this is GTA!]]&lt;br /&gt;
[[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:09, 15 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Compact Rifle&amp;quot;==&lt;br /&gt;
Here are a few reference pics for the new rifle. I don't ever feel comfortable trying to figure out Kalashnikovs and their clones, so I'll let the experts handle this one. &lt;br /&gt;
[[File:GTA_5_Compact_Rifle.jpg|500px|thumb|none|first person]]&lt;br /&gt;
[[File:GTA_5_Compact_Rifle2.jpg|500px|thumb|none|Now a Metro ranger!]]&lt;br /&gt;
[[File:GTA_V_Compact_Rifle.jpg|500px|thumb|none|and just a vanity pic with alt gas mask at this point. If I had framed the shot better it would look like he had a halo. Or at least an idea. ]]&lt;br /&gt;
[[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:27, 15 March 2016 (EDT)&lt;br /&gt;
:How did you get the gas mask/helmet combo? Gun looks like an AKMSU with no stock.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:29, 15 March 2016 (EDT)&lt;br /&gt;
::I thought so, but was afraid to ask. Also, for the mask/helmet combo, watch this vid: https://www.youtube.com/watch?v=8IgvMnn1gx4  [[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:42, 15 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
And story mode gets nothing from the new update YET AGAIN. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:33, 15 March 2016 (EDT)&lt;br /&gt;
:Don't bet on any Single player DLC anytime [http://kotaku.com/no-wonder-gta-v-hasnt-gotten-any-single-player-dlc-yet-1757189298 soon.]--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 07:27, 16 March 2016 (EDT)&lt;br /&gt;
::I'm not talking about a complete expansion like GTA IV and RDR got, I'm talking about simply making new weapons and vehicles available for use in story mode. I seriously doubt it would take all that much effort or cost to do so and it at least gives the ''illusion'' that those who prefer story mode might still matter a little bit. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:42, 16 March 2016 (EDT)&lt;br /&gt;
:::I agree that it is lame that they have stopped adding guns to the single player. I'm not surprised however, since that gun wall is full now. Although if you are playing on PC you can use a trainer to just give yourself these new guns for free.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:35, 16 March 2016 (EDT)&lt;br /&gt;
::::Actually the Ammu Nation wall has been rearranged in both single and multiplayer so there's several slots still left.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:09, 16 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy revolver= air gun? ==&lt;br /&gt;
&lt;br /&gt;
The heavy revolver heavily resembles the ASG Dan wesson air pistol. The barrel, grips and even the location of the logo on the grip are almost identical. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 13:00, 8 June 2016 (EDT)&lt;br /&gt;
:I think you are right about the frame and grip, though the barrel definitely matches the Taurus a lot more (note the number of vent holes and compensation cuts.)--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 22 July 2016 (EDT)&lt;br /&gt;
::You're definitely right about the vents etc but to me it looks like the barrel profile is a lot slimmer than the Taurus and closer to the ASG, though they could've simply stretched a Taurus barrel to make it longer without adjusting the proportions. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 08:09, 7 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Regarding the AP pistol==&lt;br /&gt;
&lt;br /&gt;
Obviously it's a frankengun like other weapons in the game and doesn't have a real counterpart, but still... Doesn't it have some slight resemblance to the [[Arsenal Strike One]]? Thing is we need to have a compromise on this, since apparently a lot of users disagree about the resemblance with the Colt SCAMP currently stated in the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:49, 22 July 2016 (EDT)&lt;br /&gt;
:Not really other than both have a square slide with the serrations in roughly the same place. I think it's safest to put it down as a TDI Kard that some goof thought worked like a typical handgun with a slide, mated on top of a 1911 style frame and grip (though the grip angle is very reminiscent of a Colt Woodsman), the resulting abomination does kinda bear some resemblence to the Scamp overall coincidentally. On another related note, I have played the IAA building retrieval mission on both X360 and Xbone and don't ever recall the pistol firing in bursts.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 22 July 2016 (EDT)&lt;br /&gt;
::Same here, played it on PS3 and 4, can't remember it firing in bursts.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:25, 22 July 2016 (EDT)&lt;br /&gt;
:::Yes it does; by playing the rappelling part you should notice a delay between every three shots (it's even more noticeable when using Michael's slow-mo special ability). Thing is you need to hold down the firing button in order to fire full bursts (which is a more realistic representation of burst firing mode, aside from the fact that here you fire successive bursts by holding down the button), unlike usual video games where one trigger pull automatically fires three shots. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 02:47, 23 July 2016 (EDT)&lt;br /&gt;
::::Ah, I tried it and does indeed fire in bursts, the RPM is incredibly slow though so I guess it's hard to tell unless you're trying to spray all the IAA goons down at once.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:56, 26 July 2016 (EDT)&lt;br /&gt;
::::::It's not '''that''' slow actually (though it's much slower than real burst-firing pistols). To test it, all you have to do is &amp;lt;s&amp;gt;follow the damn train, CJ&amp;lt;/s&amp;gt; kill all the IAA agents except one, and then freely fire your weapon in the air while hanging from the rope (works better if you have extended mag on it). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:15, 2 November 2016 (EDT)&lt;br /&gt;
:::::::Don't forget to order two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:37, 2 November 2016 (EDT)&lt;br /&gt;
::::::::&amp;quot;Hey, I'm just finishing my fries!&amp;quot; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 19:56, 2 November 2016 (EDT)&lt;br /&gt;
:::::Could the AP Pistol on some level be based on this? Its a Kalashnikov Concern PL-14 &amp;quot;Lebedev&amp;quot;. [[File: PL-14 Lebedev.jpg|none|250px|thumb]] [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 17:28, 3 September 2016 (EDT)&lt;br /&gt;
::::::Doubt it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:28, 3 September 2016 (EDT)&lt;br /&gt;
:::::::Not at all; the slide, serrations, pistol grip and trigger guard are all different. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 4 September 2016 (EDT)&lt;br /&gt;
::::::::I think this game also predates that pistol by a couple of years doesn't it?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 09:02, 4 September 2016 (EDT)&lt;br /&gt;
:::::::::Yeah, the GTA V pistol predates the Lebedev by at least a year.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:02, 4 September 2016 (EDT)&lt;br /&gt;
:::::::::: What about the crosman marksman 10/10? The slide is almsot identical, minus the rails. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 04:32, 14 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Colt Junior ==&lt;br /&gt;
&lt;br /&gt;
Am I missing something or does the SNS pistol have absolutely nothing in common with the Colt, other than them both being of a similar size. I can see the P7 link, it's almost identical apart from the hammer and trigger guard, just can't see any similarities with the colt. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:03, 13 December 2016 (EST)&lt;br /&gt;
:I left it that way from when it was indexed as a Colt Junior and AMT Backup mix (it had very little resemblance to the latter). The extractor and ejection port match the Junior a bit more than the P7.&lt;br /&gt;
:: Extractors and ports are hardly unique, you could find thousands of guns that match the extractor and ejection port. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 10:02, 14 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== JB 700 guns ==&lt;br /&gt;
&lt;br /&gt;
Someone could ID them? The game is avaiable since 2013 and nobody had add them. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:51, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, they're just kind of generic machine guns, they don't look like anything in particular. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:48, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
Well they still be firearms. Also somebody can ID Proximity Mines? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:45, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Question about Homing Missile ==&lt;br /&gt;
&lt;br /&gt;
Would be possible to made the ingame Homing Missile in real life? Muzzle loaded, and so on... --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:55, 9 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not really. A typical MANPADS is almost the entire length of the launcher, and little fat muzzleloading RPG-7-style rocket with no fins wouldn't really be able to steer itself. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:20, 9 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Firework Launcher question ==&lt;br /&gt;
&lt;br /&gt;
How can I build one in RL?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:53, 25 January 2017 (EST)&lt;br /&gt;
:Step Number One: Don't.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:18, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Would use the same mechanism as RPG-7, I think. And is legal.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:20, 25 January 2017 (EST)&lt;br /&gt;
:By all means, please try and tell us what happens when you try to imitate something from Grand Theft Auto.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:42, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
A theory of mine, think that I would end wasted.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:03, 26 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:You have Rammstein [http://youtu.be/98RYXRN8GTM?t=183 using a firework-launching crossbow] during one of their concerts... and then there's [http://youtu.be/JcFh177fqu0 this guy] :D --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:45, 21 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Attachments ==&lt;br /&gt;
&lt;br /&gt;
Someone known the Real Life Brand of the various accessories and scopes mounted on sniper rifles in this game? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:16, 16 February 2017 (EST)&lt;br /&gt;
:I don't actually play the game, but I know that an ELCAN Spectre and Magpul AFG can be mounted on the AR15.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 14:24, 16 February 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: Carbine Rifle belt box ==&lt;br /&gt;
&lt;br /&gt;
The use of a belt box for the Carbine Rifle isn't that ridiculous seeing as how there are belt-feed conversion kits available for AR-15/M16 pattern rifles in real life.&lt;br /&gt;
&lt;br /&gt;
:Firstly, when posting something on a discussion page remember to sign and timestamp it by typing &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; at the end of your post, or by just clicking the &amp;quot;Signature and timestamp&amp;quot; button at the top of the edit window. As for the question, it is still kind of ridiculous if you are fitting a belt box onto a gun with a regular upper that isn't set up to take a belt. Either way, I think that what they modelled it on actually isn't a belt box per se, but rather one of those super high capacity Airsoft hopper magazines like [http://cdn1.evike.com/images/large/mag-ak-m4-5000-2.jpg this one].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:10, 19 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why would a real steel version of that be ridiculous? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:58, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Do you mean a real steel version of the Airsoft hopper magazine I linked to above? If so, it is pretty much impossible to make a design that looks like this work practically for a real gun, as there is no logical way that it could actually store the rounds and feed them. Drum magazine are round because they have a spindle that rotates to push the rounds up a feed chute, a square magazine that looked like this would would only work if it was just a drum on the inside with wasted dead space in the corners. The especially nonsensical part is the thin section on the left that goes up the side of the magazine well, which only makes sense on the Airsoft magazine as it is jsut a gravity fed hopper with a motorised gadget at the bottom that gathers the loose BBs. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:15, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
And if worked with a stacked magazine-like mechanism?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:45, 20 April 2017 (EDT)&lt;br /&gt;
:Whatever the internal arrangement the bullets would still have to feed into the magazine well, so everything above the bottom of the magazine well would be very difficult (impossible  most likely) to actually use. The whole thing is about the width of 5 regular magazines, so that would make a magazine like this something like a 10 to 12 stack mag. The most that anybody has ever done that I am aware of is a quad stack magazine, and anything more than this would be incredibly difficult to make work due to the complexity of the internal geometry and the follower/followers you would need. I doubt that there is a way that you could feasibly get 10 different columns of rounds to narrow down to two in a standard STANAG mag well and have it be even remotely reliable. If it has 8 stacks, you would have to do something like start with 4 double stack columns, then merge them in pairs down to 2 double stacks, and then merge them again to a single double stack that would fit in a magazine well. The problem with this is that the followers would need to made of chains of dummy rounds that would be horrendously complicated and most likely jam prone, and I also doubt that you would be able to load them reliable with the rounds actually going into the columns you want them to in order to fill it to capacity. Regardless, if you could do it would end up being a bizarre triangular thing rather than the square box shown here.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:45, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
== Finally a gun-based DLC! ==&lt;br /&gt;
&lt;br /&gt;
It will come in June, a BTR-esque APC  and a heavily modded Type 56-2 (or maybe a different model) are shown.Finally, after all the idiotic updates! Even released in  my birthday! Kurwa, yeah![[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:11, 27 May 2017&lt;br /&gt;
&lt;br /&gt;
Too bad I won't ever get to touch them since they apparently gave a middle finger to story mode players some time back. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:45, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
And dont forget the gave another to players who are too poor (like me) to afford to change the consoles from 7th to 8th gen...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:49, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rockstar has stated that they can't do anymore updates to the 7th gen version of the game without compromising stability[https://www.vg247.com/2015/09/10/gta-online-updates-stopped-ps3-xbox-360/]. At least you've gotten an explanation for why they stopped. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:28, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I knew that since the I Gotten Gains 2 update, but since I spent 60€ I found it a bit dishonest since I would spend +300€ circa just to play a game that doesnt update Story anymore... anyway... seems that weapons could be a Rockstar-style version of the [[AK-12]] or a modded Type 56-2(?)...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:47, 4 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
FLASH NEWS! The update seems to just add accessories, (new stocks,open red dots and muzzle brakes for sure),so is a  Type 56-2 and I saw a M60 variant (the handguard is too long for the Minimi hybrid...)--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:47, 4 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Will be released in 13 June.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:08, 8 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mounted DLC Flak Cannon ID... ==&lt;br /&gt;
&lt;br /&gt;
There is a trailer that come in 2 variants : SAM missiles launcher and Quad Machine Gun mount.&lt;br /&gt;
I would guess the machine guns are M2s but they look to thin... anyone know what they are?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:30, 13 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
My bad, the trailer come in 3 variant. There's a M2 version, I just misID the flaks... somebody can ID them? I m very bad IDing artillery and cannons...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:06, 14 June 2017 (EDT)&lt;br /&gt;
:Would you mind linking and/or posting a picture, please? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:39, 14 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's some videos by GTASeries on it, but I can tell what the cannons are. The main dual flak guns are Oerlikon 20mm's in a dual mount like you would see on WWII-era battleships, except it's fitted with a gunshield and anti-air sight. The other &amp;quot;Quad 20mm&amp;quot; is actually another WWII weapon, a M51 Quad AA mount, although with a much simpler gun sight. The other mounted weapons seem to be based off of in-game player guns like the PKM and the Minigun, although I'm just sad Rockstar didn't give us the ultimate Redneck car: An El Camino with a mounted .50. --[[User:PaperCake|PaperCake]] 12:02, 14 June 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Thank you, PaperCake! I dont have the next-gen version of the game, so I can't provide pics. Well if you think that dont add a El Camino is sad, thing that they add a AWESOME Dartz Kombat (which I dont understood if is Russian/Estonian/Latvian/Whateverian)...&lt;br /&gt;
...just for use it in one mission only 😐. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:03, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
A friend gave me pic of the Mk.2 guns.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 05:34, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pistol Mk2 ID ==&lt;br /&gt;
&lt;br /&gt;
I dont think is a PT92AF anymore. Is too different. Look likes one of these new pistols. Any idea of what is it?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:46, 17 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Please help ID==&lt;br /&gt;
[[File:GTAV-Trevor-sniper.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GTAV-Trevor-sniper-2.jpg|thumb|none|300px]]&lt;br /&gt;
--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:06, 16 September 2017 (EDT)&lt;br /&gt;
:Well, it started out with an LE-stocked AR-15-type rifle, with a fully-fenced lower and an upper with no case deflector and what looks as though it once had a forward assist that was later removed, but the front end just seems like it's from something else; it kinda gives me Arctic Warfare vibes, but there's not enough visible detail to be certain. Well, at least Trevor's got good trigger discipline (although, considering he's a mentally unstable drug addict, that actually seems a bit out of character for him). Any other ideas? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:33, 16 September 2017 (EDT)&lt;br /&gt;
::The front of the weapon did remind me of the AW at first. The rest of the weapon could have some elements in common with the M110 SASS that was cut from the game... except that some things like the handguard are completely different. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:43, 19 September 2017 (EDT)&lt;br /&gt;
:::The artist probably started drawing a Mark 18 like the ones seen in the other art works, then tried to turn it into the AWM that Trevor uses in the mission. Obviously this isn't a real rifle.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:27, 19 September 2017 (EDT)&lt;br /&gt;
::::Well this horrible frankenrifle in this _not_ art-work is a bolt action.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 01:31, 21 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Loading screen guns  ==&lt;br /&gt;
&lt;br /&gt;
We see trevor with a standard 1911 and a modified l85a2 (note the comma shaped charging handle) in these 2 images. [https://www.google.co.uk/search?q=gta+v+loading+screen&amp;amp;client=tablet-android-samsung&amp;amp;prmd=ivn&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjB1-q5sMbYAhWS_qQKHXF8ARUQ_AUIESgB&amp;amp;biw=600&amp;amp;bih=1024#imgrc=Rd7ffoE2NAgunM: L85] [https://www.google.co.uk/search?q=trevor+loading+screen&amp;amp;client=tablet-android-samsung&amp;amp;prmd=ivn&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwiN0Me0r8bYAhWML1AKHd84C3YQ_AUIESgB&amp;amp;biw=600&amp;amp;bih=1024#imgrc=PC_UYE4MrU8KDM: 1911]. Should these be added? If we're including something as obscure as a logo on a box of ammo then surely a loading screen counts? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:37, 7 January 2018 (EST)&lt;br /&gt;
:I'd say that they qualify for inclusion, but I'd like to see the L85 image, because clicking on that link just sends me to the Google search for &amp;quot;GTA V loading screen&amp;quot;. Also, I'm pretty sure that one of the loading screens includes a full-sized Glock. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:17, 7 January 2018 (EST)&lt;br /&gt;
::The L85 is already on this page. Scroll up to the “Bullpup Rifle” discussion. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:40, 7 January 2018 (EST)&lt;br /&gt;
:::Not sure why that isn't working, I tested both links before adding the topic. But as Gumby said,the pic is already on here so it doesn't really matter --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 22:56, 7 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
==Type 56-2==&lt;br /&gt;
The weapon's front sight is really weird. By looking [http://gta.wikia.com/wiki/File:AssaultRifle-GTAV.png here], you can notice that it looks like an AKM's narrower front sight, except that it's hooded like that of the Type 56, while [http://gta.wikia.com/wiki/File:AssaultRifleMkII-GTAV.png the Mk II version] has a non-circled front sight (making it resemble even more the AKM's sight), but the bayonet lug position of both versions still match that of the Type 56-2 and the AK-47. What kind of compromise are we gonna make for this? (On another note, the Mk II version also the AKM's ribbed receiver cover and a pistol grip sorta similar to it, but still retains the Type 56's gas tube &amp;amp; block). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 22 January 2018 (EST)&lt;br /&gt;
:I'd just leave it as is and make a note of the AK47-like components on the Mark II entry.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:29, 22 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Everything Ejects .223 Casings(?) ==&lt;br /&gt;
&lt;br /&gt;
About a week ago, I was just casually playing GTA V in first person, I got into a gunfight and used the &amp;quot;Pistol&amp;quot; to end it, but as I fired it, I noticed something very weird.. The spent casings being ejected from the gun looked as if they belonged to a .223, not a 9mm. Soon after, I checked to see if this was the same for every other handgun, the &amp;quot;Combat Pistol&amp;quot; ejected .223, so did the Desert Eagle, the &amp;quot;SNS Pistol&amp;quot;, &amp;quot;Vintage Pistol&amp;quot;, &amp;quot;Heavy Pistol&amp;quot;, and &amp;quot;AP Pistol&amp;quot; too! I checked all the Machineguns, Submachine-Guns, and Rifles too. The Thompson, MP5, TEC-9, Minimi, PKM, everything spat out .223 cases. The Norinco and that &amp;quot;Bullpup Rifle&amp;quot; both spat .223 as well. I found that only the guns in the Sniper Rifle and Shotgun categories weren't ejecting .223. Has anyone else noticed this in their games? I can't have been the first one to see it.&lt;br /&gt;
&lt;br /&gt;
[[Image:.2239mm.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
Is because Rockstar thought that is better recicle the model and use it for all,made a lot of case models. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:50, 5 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding the Glock &amp;quot;23&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/5of6KrLNRnE?t=2m14s&lt;br /&gt;
Timestamped but TL;DR. The Glock Model removed from the holster is stated as a Glock 33, anyone want to back this lead and revise the article?&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rising_Storm_2:_Vietnam&amp;diff=1110148</id>
		<title>Rising Storm 2: Vietnam</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rising_Storm_2:_Vietnam&amp;diff=1110148"/>
		<updated>2017-06-02T11:03:05Z</updated>

		<summary type="html">&lt;p&gt;Lancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
[[File:RS2 logo.jpg|thumb|right|400px|''Rising Storm 2 (2017)'']]&lt;br /&gt;
The direct sequel to [[Red Orchestra 2: Rising Storm]], '''''Rising Storm 2: Vietnam''''' brings the intense tactical realism of Tripwire Interactive's Red Orchestra series into the the Vietnam War, at the height of American involvement, with the notable continuation of asymmetrical faction elements from the previous title (such as the helicopters and air support of the American forces versus the tunnel spawn system of the Vietnamese forces). Both the United States Army and Marine Corps are present in levels based on their respective battles of the war, fighting against either the National Liberation Front (Viet Cong) or the People's Army of Vietnam (North Vietnamese Army). A new feature of this title is the ability for the player to customize the personal appearance of their in-game character, differentiated between the four factions and the additional helicopter pilot class of the US forces.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Rising Storm 2: Vietnam (2017)'''''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Weapons of the United States Army and United States Marine Corps=&lt;br /&gt;
==Sidearms==&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
As with the previous title, [[M1911_pistol_series#M1911A1|Colt M1911A1]] is the primary pistol of the American military forces.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:RSV2M1911I.jpg|thumb|none|600px|Holding the M1911.]]&lt;br /&gt;
[[File:RSV2M1911A.jpg|thumb|none|600px|Aiming the M1911.]]&lt;br /&gt;
[[File:RSV2M1911R.jpg|thumb|none|600px|Reloading the M1911 with good trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===M3A1 Grease Gun===&lt;br /&gt;
The [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|M3A1 Grease Gun]] is issued to the Pointman, Combat Engineer, and Commander classes. It is issued with 4 magazines by default, and fires much more slowly compared to the Vietnamese SMGs.&lt;br /&gt;
[[File:Grease3 2.jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:RS2VM3I.jpg|thumb|none|600px|Holding the Grease Gun.]]&lt;br /&gt;
[[File:RS2VM3A.jpg|thumb|none|600px|Aiming the Grease Gun.]]&lt;br /&gt;
[[File:RS2VM3R.jpg|thumb|none|600px|Reloading the Grease Gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The main American shotgun available to the Pointman and Combat Engineer is the [[Ithaca 37]] shotgun. The M37 comes in Trenchgun, Stakeout, and Duckbill configurations.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|400px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:RS2VTM37I.jpg|thumb|none|600px|Holding the Trenchgun.]]&lt;br /&gt;
[[File:RS2VTM37A.jpg|thumb|none|600px|Aiming the Trenchgun.]]&lt;br /&gt;
[[File:RS2VTM37P.jpg|thumb|none|600px|Pumping the Trenchgun.]]&lt;br /&gt;
[[File:RS2VTM37R.jpg|thumb|none|600px|Reloading the Trenchgun.]]&lt;br /&gt;
[[File:Ithaca Stakeout Parkerized.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; Parkerized finish with Synthetic forearm - 12 gauge]]&lt;br /&gt;
[[File:RS2VM37I.jpg|thumb|none|600px|Holding the Stakeout.]]&lt;br /&gt;
[[File:RS2VM37A.jpg|thumb|none|600px|Aiming the Stakeout.]]&lt;br /&gt;
[[File:RS2VM37P.jpg|thumb|none|600px|Pumping the Stakeout.]]&lt;br /&gt;
[[File:RS2VM37R.jpg|thumb|none|600px|Reloading the Stakeout.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===M14 Battle Rifle===&lt;br /&gt;
The [[M14]] can be selected as an alternate to the M16 for US grunts, and is the only rifle available to the Commander role. It is capable of mounting a bayonet. Although the real-life M14 is select-fire, the in-game version is locked in semi-automatic mode (as was common practice in the real world). The 20-round box magazine can also be topped off by 5-round stripper clips.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM14I.jpg|thumb|none|600px|Holding the M14.]]&lt;br /&gt;
[[File:RS2VM14A.jpg|thumb|none|600px|Aiming the M14.]]&lt;br /&gt;
[[File:RS2VM14R.jpg|thumb|none|600px|Reloading the M14.]]&lt;br /&gt;
&lt;br /&gt;
===M16A1 Assault Rifle===&lt;br /&gt;
Starting out equipped with 20-round magazines, the [[M16A1]] is the main assault rifle of American riflemen. 30-round magazines can be unlocked, and it also features an attachable bayonet.&lt;br /&gt;
[[File:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:RS2VM16I.jpg|thumb|none|600px|Holding the M16A1.]]&lt;br /&gt;
[[File:RS2VM16A.jpg|thumb|none|600px|Aiming the M16A1.]]&lt;br /&gt;
[[File:RS2VM16R.jpg|thumb|none|600px|Reloading the M16A1.]]&lt;br /&gt;
&lt;br /&gt;
===M40 Sniper Rifle===&lt;br /&gt;
The [[M40 Sniper Rifle]] is an unlockable sniper rifle for the Marksman class. Like the scoped Mosin-Nagant, it must be reloaded through individual rounds. It is only available when playing as the USMC.&lt;br /&gt;
[[File:M40 1.jpg|thumb|none|400px|M40 sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM40I.jpg|thumb|none|600px|Holding the M40.]]&lt;br /&gt;
[[File:RS2VM40A.jpg|thumb|none|600px|Aiming down the M40's scope.]]&lt;br /&gt;
[[File:RS2VM40B.jpg|thumb|none|600px|Operating the M40's bolt.]]&lt;br /&gt;
[[File:RS2VM40R.jpg|thumb|none|600px|Reloading the M40.]]&lt;br /&gt;
&lt;br /&gt;
===XM21 Sniper Rifle===&lt;br /&gt;
The [[M21]] is the default sniper rifle for the Marksman class. Like the unscoped M14, it can mount a bayonet. It is only available when playing as the US Army.&lt;br /&gt;
[[Image:Xm21rifle.jpg|thumb|none|400px|M21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM21I.jpg|thumb|none|600px|Holding the M21.]]&lt;br /&gt;
[[File:RS2VM21A.jpg|thumb|none|600px|Aiming down the M21's scope.]]&lt;br /&gt;
[[File:RS2VM21R.jpg|thumb|none|600px|Reloading the M21.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===M60 GPMG===&lt;br /&gt;
The [[M60]] is the main machine gun of the American forces, and the main weapon of the Machine Gunner class. &amp;quot;The Pig&amp;quot; can be fed by either 100-round belt boxes or a single 200-round belt of 7.62x51mm ammunition.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|400px|M60 machine gun with bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM60I.jpg|thumb|none|600px|Holding the M60.]]&lt;br /&gt;
[[File:RS2VM60A.jpg|thumb|none|600px|Aiming the M60.]]&lt;br /&gt;
[[File:RS2VM60W.jpg|thumb|none|600px|The M60's barrel warps upon sustained fire, which is a pretty cool effect but lowers accuracy.]]&lt;br /&gt;
[[File:RS2VM60R.jpg|thumb|none|600px|Putting a new belt into the M60.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers and Flamethrowers==&lt;br /&gt;
===M79 Grenade Launcher===&lt;br /&gt;
Issued as the primary weapon of the Grenadier class, the [[M79]] Grenade Launcher is the only explosive launcher available to the US forces.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:RS2VM79I.jpg|thumb|none|600px|Holding the M79.]]&lt;br /&gt;
[[File:RS2VM79A.jpg|thumb|none|600px|Aiming the M79.]]&lt;br /&gt;
[[File:RS2VM79R.jpg|thumb|none|600px|Reloading the M79.]]&lt;br /&gt;
&lt;br /&gt;
===M9A1-7 Flamethrower===&lt;br /&gt;
The American forces have a fearsome [[M9 Flamethrower|M9A1]] flamethrower at their disposal, which can deal short-range devastation to the environment.&lt;br /&gt;
[[File:M9A1-7 Flamethrower.jpg|thumb|none|350px|M9A1-7 Flamethrower]]&lt;br /&gt;
[[File:RS2VM9I.jpg|thumb|none|600px|Holding the flamethrower.]]&lt;br /&gt;
[[File:RS2VM9F.jpg|thumb|none|600px|Boiling the water with the flamethrower. [[Apocalypse Now|Kilgore]] would love the smell.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===C4 Explosive===&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 C4 demolition charge]]&lt;br /&gt;
&lt;br /&gt;
===M18 Claymore===&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|400px|M18 smoke grenade - Red.]]&lt;br /&gt;
&lt;br /&gt;
===M34 White Phosphorous Grenade===&lt;br /&gt;
[[Image:M34 2-1-.jpg|thumb|none|250px|M34 White Phosphorous grenade]]&lt;br /&gt;
&lt;br /&gt;
===M61 Fragmentation Grenade===&lt;br /&gt;
The main hand grenade for the American forces is the [[M61 Hand Grenade|M61]] fragmentation grenade, which was the updated version of the M26.&lt;br /&gt;
[[Image:M26 grenade Vietnam War.jpg|thumb|none|350px|M61 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RS2VM61I.jpg|thumb|none|600px|Holding the M61.]]&lt;br /&gt;
[[File:RS2VM61P.jpg|thumb|none|600px|Pulling the M61's pin.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted Weapons==&lt;br /&gt;
===M134 Minigun===&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===M60D Machine Gun===&lt;br /&gt;
[[Image:M60d.jpg|thumb|none|400px|M60D machine gun - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Weapons of the NVA/PAVN and the VC/NLF=&lt;br /&gt;
==Sidearms==&lt;br /&gt;
===Tokarev TT-33===&lt;br /&gt;
The [[Tokarev TT-33]] appears as the main sidearm for the Vietnamese forces. It holds 8 rounds per magazine.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:RS2VTT33I.jpg|thumb|none|600px|Holding the TT-33.]]&lt;br /&gt;
[[File:RS2VTT33A.jpg|thumb|none|600px|Aiming the TT-33.]]&lt;br /&gt;
[[File:RS2VTT33R.jpg|thumb|none|600px|Giving the paddies the finger while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===MAT-49===&lt;br /&gt;
The [[MAT-49]] is a usable submachine gun for the Vietnamese forces. Players can choose between the original French 9mm version or the Vietnamese 7.62x25mm Tokarev conversion, the latter has an increased fire rate.&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:RS2VMATI.jpg|thumb|none|600px|Holding the MAT-49.]]&lt;br /&gt;
[[File:RS2VMATA.jpg|thumb|none|600px|Aiming the MAT-49.]]&lt;br /&gt;
[[File:RS2VMATR.jpg|thumb|none|600px|Reloading the MAT-49.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41===&lt;br /&gt;
The [[PPSh-41]] is another usable submachine gun for the Vietnamese forces, having a much higher fire rate than the [[MAT-49]]. Like in [[Red Orchestra 2: Heroes of Stalingrad|Red Orchestra 2]], the PPSh starts off with 35-round magazines, though the original 71-round drum magazines are also available in the loadout screen. The fire selector is also usable on the base weapon. The model looks slightly different though.&lt;br /&gt;
[[Image:Ppsh41.jpg|thumb|none|400px|PPSh-41 Submachine Gun with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:RS2VPPSHI.jpg|thumb|none|600px|Holding the PPSh-41.]]&lt;br /&gt;
[[File:RS2VPPSHA.jpg|thumb|none|600px|Aiming the PPSh-41.]]&lt;br /&gt;
[[File:RS2VPPSHR.jpg|thumb|none|600px|Reloading the PPSh-41.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===IZH-58===&lt;br /&gt;
A double-barreled shotgun resembling the [[Baikal IZH-43|IZH-43]] is usable for the Vietnamese forces in both full-length and sawed-off versions.&lt;br /&gt;
[[Image:Dubeltowkaizh43emjg6.jpg|thumb|400px|none|Baikal IZH-43 for resemblence- 12 Gauge]]&lt;br /&gt;
[[File:RS2VIZHI.jpg|thumb|none|600px|Holding the IZH-58.]]&lt;br /&gt;
[[File:RS2VIZHA.jpg|thumb|none|600px|Aiming the IZH-58.]]&lt;br /&gt;
[[File:RS2VIZHR.jpg|thumb|none|600px|Reloading the IZH-58.]]&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|400px|Sawed-off Baikal shotgun- 12 gauge]]&lt;br /&gt;
[[File:RS2VSIZHI.jpg|thumb|none|600px|Holding the sawed-off.]]&lt;br /&gt;
[[File:RS2VSIZHA.jpg|thumb|none|600px|Aiming the sawed-off.]]&lt;br /&gt;
[[File:RS2VSIZHR.jpg|thumb|none|600px|Reloading the sawed-off.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AK-47 family===&lt;br /&gt;
Several AK pattern rifles are grouped under the &amp;quot;AK-47&amp;quot; classification.&lt;br /&gt;
====AKM====&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
====Norinco Type 56====&lt;br /&gt;
[[Image:ChineseType56.jpg|thumb|none|400px|Norinco Type 56 (fixed stock variant) with under-folding bayonet (&amp;quot;pig sticker&amp;quot;) which was standard on PLA-issue Type 56s - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VT56I.jpg|thumb|none|600px|Holding the Type 56. Note the fully enclosed front sight indicating it as such.]]&lt;br /&gt;
[[File:RS2VT56A.jpg|thumb|none|600px|Aiming the Type 56.]]&lt;br /&gt;
[[File:RS2VT56R.jpg|thumb|none|600px|Reloading the Type 56.]]&lt;br /&gt;
&lt;br /&gt;
====Norinco Type 56-1====&lt;br /&gt;
[[Image:Type56S.jpg|thumb|none|400px|Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30===&lt;br /&gt;
The [[Mosin-Nagant M91/30]] is the oldest gun in the game, available to the Vietnamese factions in both the standard and sniper rifle variants. &lt;br /&gt;
The former can be loaded with stripper clips, but the latter must be reloaded by individual rounds due to the scope.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|400px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VMNI.jpg|thumb|none|600px|Holding the unscoped Mosin-Nagant. The straight bolt-handle is correct for this variant.]]&lt;br /&gt;
[[File:RS2VMNA.jpg|thumb|none|600px|Aiming the unscoped Mosin-Nagant.]]&lt;br /&gt;
[[File:RS2VMNB.jpg|thumb|none|600px|Operating the unscoped Mosin-Nagant's bolt.]]&lt;br /&gt;
[[File:RS2VMNR.jpg|thumb|none|600px|Reloading the unscoped Mosin-Nagant.]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|400px|Mosin Nagant M91/30 Sniper Rifle with Russian PU 3.5x sniper scope]]&lt;br /&gt;
[[File:RS2VSMNI.jpg|thumb|none|600px|Holding the scoped Mosin-Nagant with PU scope and correct down-turned bolt-handle.]]&lt;br /&gt;
[[File:RS2VSMNA.jpg|thumb|none|600px|Aiming down the PU scope.]]&lt;br /&gt;
[[File:RS2VSMNB.jpg|thumb|none|600px|Operating the scoped Mosin-Nagant's bolt.]]&lt;br /&gt;
[[File:RS2VSMNR.jpg|thumb|none|600px|Reloading the scoped Mosin-Nagant.]]&lt;br /&gt;
&lt;br /&gt;
===SKS-45===&lt;br /&gt;
The [[SKS]] appears as a usable rifle to the Vietnamese forces.&lt;br /&gt;
[[Image:Simonov-Russian-SKS45.jpg|thumb|none|400px|Russian SKS - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VSKSI.jpg|thumb|none|600px|Holding the SKS.]]&lt;br /&gt;
[[File:RS2VSKSA.jpg|thumb|none|600px|Aiming the SKS.]]&lt;br /&gt;
[[File:RS2VSKSR.jpg|thumb|none|600px|Reloading the SKS.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov===&lt;br /&gt;
The [[SVD Dragunov]] appears as another sniper rifle for the Vietnamese forces; its semi-automatic operation and box magazines are key advantages over the scoped Mosin-Nagant.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VSVDI.jpg|thumb|none|600px|Holding the Dragunov.]]&lt;br /&gt;
[[File:RS2VSVDA.jpg|thumb|none|600px|Aiming down the PSO-1 scope.]]&lt;br /&gt;
[[File:RS2VSVDR.jpg|thumb|none|600px|Reloading the Dragunov.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Degtyaryov DP-28===&lt;br /&gt;
The [[DP-28]] from [[Red Orchestra 2: Heroes of Stalingrad|Red Orchestra 2]] returns as an available machine gun for the Vietnamese forces.&lt;br /&gt;
[[Image:DP-28.jpg|thumb|none|400px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VDPI.jpg|thumb|none|600px|Holding the DP-28.]]&lt;br /&gt;
[[File:RS2VDPA.jpg|thumb|none|600px|Aiming the DP-28.]]&lt;br /&gt;
[[File:RS2VDPR.jpg|thumb|none|600px|Attaching the pan magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Degtyaryov RPD===&lt;br /&gt;
The [[RPD]] appears as the main light machine gun for the Vietnamese forces.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VRPDI.jpg|thumb|none|600px|Holding the RPD.]]&lt;br /&gt;
[[File:RS2VRPDA.jpg|thumb|none|600px|Aiming the RPD.]]&lt;br /&gt;
[[File:RS2VRPDW.jpg|thumb|none|600px|Like the M60, the RPD's barrel warps under sustained fire, affecting accuracy.]]&lt;br /&gt;
[[File:RS2VRPDR.jpg|thumb|none|600px|Reloading the RPD.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The iconic [[RPG-7]] appears as the main launcher for the Vietnamese forces. It must be aimed first in order to fire.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RS2VRPGS.jpg|thumb|none|600px|Like in Tripwire's other game [[Killing Floor 2]], the player flicks the safety of the RPG off before firing.]]&lt;br /&gt;
[[File:RS2VRPGI.jpg|thumb|none|600px|Holding the RPG-7.]]&lt;br /&gt;
[[File:RS2VRPGA.jpg|thumb|none|600px|Aiming the RPG-7.]]&lt;br /&gt;
[[File:RS2VRPGR.jpg|thumb|none|600px|Reloading the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===MD-82 Mine===&lt;br /&gt;
&lt;br /&gt;
===RGD-1 Smoke Grenade===&lt;br /&gt;
&lt;br /&gt;
===Type 67 Grenade===&lt;br /&gt;
[[Image:Type67Grenade.jpg|thumb|none|300px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mounted Weapons==&lt;br /&gt;
===DShK Heavy Machine Gun===&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=1088918</id>
		<title>Talk:Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=1088918"/>
		<updated>2017-03-03T02:49:40Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* New guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Exact model of Beretta 92? ==&lt;br /&gt;
&lt;br /&gt;
Gameplay video is here: http://www.youtube.com/watch?v=6LeDvDdadxQ&lt;br /&gt;
&lt;br /&gt;
Could somebody determine what Beretta is used there? Is it M9A1 like in the first game? At first I even thought that the trigger guard is rounded, indicating it's not F/FS, but then I realized that it was the flashlight that hid the guard's shape.&lt;br /&gt;
&lt;br /&gt;
The presence of the rail indicates that it's not usual 92F/FS, but it lacks checkered back strap: https://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-09_00-58-18.jpg&lt;br /&gt;
&lt;br /&gt;
UPD: probably it's 92 Compact With Rail, a shortened M9A1 version.&lt;br /&gt;
&lt;br /&gt;
First off, please put your name on these, and second, I'm fairly sure it's a M9A1 with a Brigadier-style barrel. --[[User:PaperCake|PaperCake]] 00:42 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I got it. Are you sure it's a M9A1? It has got the usual trigger guard from 92FS/M9 and it looks short. --[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 14:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Fairly certain it is a M9A1. The trigger guard is the same as a normal M9A1, just hard to see courtesy of the tac-light mounted on the front rail. As for it looking short, it's probably been modeled with a Brigadier-style barrel, which are usually flush with the front of the slide. --[[User:PaperCake|PaperCake]] 19:05, 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I respect your opinion, but. First, weapon icon shows M9-style trigger guard: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-32-30.png &lt;br /&gt;
:Second, I'm also fairly certain that it's thin M9 trigger guard on the actual in-game model: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-36-43.jpg &lt;br /&gt;
:If you look closely, flashlight doesn't cover trigger guard that much to distort its shape.&lt;br /&gt;
:Anyway, it's not the proof that the gun is not M9A1, I also added it in article as M9A1 as the most possible variant. We'll have to wait for the release to tell for sure. :3 &lt;br /&gt;
:And the gun lacks M9A1 checkered back strap too.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 19:46, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: First off, I don't believe we allow the weapon's icon to enter into discussion of what the actual player-held weapon is (as many times in games they don't match up with each other), so whatever the icon is is irrelevant in this instance. Next, it should be noted that, even by this stage with HD graphics, video game weapons can't and likely won't be able to exactly precisely emulate a real world firearm 100%, for a number of reasons, and therefore it's possible we can't and won't ever get a 'exact' model' ID. We often don't get 'exact IDs' for films or TV shows that actually have real weapons and not renderings, again, for a number of reasons. Omission or switching of features, like the lack of a backstrap checkering, trigger guard shape, slide design etc, definitely shouldn't be so scrutinized in a video game, especially when we're talking pre-release. Such details might still remain to be finalized, and otherwise could likely be mere oversights and/or liberties taken on the weapon's look by the game's artists. Since we have such a mismatch of details - rail and front and rear slide serrations of M9A1, M9/92FS trigger guard, the one image and images on the main page seem to have a [[Beretta 92FS Brigadier|Brigadier]] slide while the other here on the talk page has an M9A1 slide, and flush barrel with the slide, no backstrap checkering - We simply won't be able to make an exact ID since there's no Beretta that matches that exact configuration from the factory as far as I know.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Not to sound snobby, but again, I think this is being over-thought a bit. If this were a real weapon, it might be worthy of speculating, as they would have be physical changes to an actual weapon, but a rendering in a video game? Especially for a game that hasn't even released yet? Bah. I'd go about listing it as we would on film/TV pages - List it as what it matches best (in this case, an M9A1) and note all the features and their particular distinctions/differences as part of the section's writeup and leave it at that for the time being. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yeah, I think we should leave it to be listed at M9A1 and note all these small discrepancies. But there was a moment when I thought that the gun was not M9A1 (indicated by the rail) with wrong backstrap checkering, trigger guard shape, slide design, but M9/92FS with wrong presence of the rail, but correct M9/92FS features in all other respects.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 10:52, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PaperCake's minor edits ==&lt;br /&gt;
&lt;br /&gt;
Why remove useful info? Most of PaperCake's small corrections are a nice touch, but&lt;br /&gt;
&lt;br /&gt;
1. Why replace &amp;quot;Performing an ammo check&amp;quot; to &amp;quot;he player peers at the M9A1's magazine before loading it in&amp;quot;, while in reality it's an actual ammo check, not a usual reloading. A unique animation is played when played tries to reload a gun with already full magazine. This feature is present in many Tripwire projects and it is one of their trade marks. I think it's worth mentioning, not a lot of games have got such details.&lt;br /&gt;
&lt;br /&gt;
2. Why remove notes about M9A1? While I won't argue it should be listed as M9A1, I added several comparisons with the same gun from the first game and with real M9A1. I always enjoyed such things when I was reading IMFDB before.&lt;br /&gt;
&lt;br /&gt;
3. Why remove explanation about &amp;quot;SA80&amp;quot; part in L85A2 in-game name? As I recall, IMFDB always had a policy to mention wrong or redundant in-game gun names. I just tried to be in keeping with local standards of writing, which encourage noticing and explaining small details and drawbacks.&lt;br /&gt;
&lt;br /&gt;
4. Why add &amp;quot;A player begins to reload his L85A2&amp;quot; when it's not a reloading animation, but draw animation?&lt;br /&gt;
&lt;br /&gt;
5. Why remove explanation that Colt 9mm SMG is not a rifle, but a submachinegun. I've read a '''lot''' of articles here and the IMFDB always had a policy to explain wrong assigned weapon class in the game, especially with AKS-74U or 9mm AR-15 derivatives.&lt;br /&gt;
&lt;br /&gt;
I don't mind the style, but minor corrections shouldn't tear out so much useful info. Since I'm a new guy, and PaperCake seems to have been here quite long time, I don't want to just undo his changes, but I think we should discuss it and restore some info.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 11:22, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, SA80 is the name of the weapon platform (like AR-15) not the actual name of the gun, so removing it makes sense.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:14, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Better screenshots ==&lt;br /&gt;
&lt;br /&gt;
A lot of the screenshots in this entry aren't very good, the HUD cluttering up screenshots, a lack of screenshots or poorly taken screenshots. Imma put in some new ones, let's just hope IMFDB doesn't crap it self when i do.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:16, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== L85A2 actually an A1? ==&lt;br /&gt;
&lt;br /&gt;
So there was something i've noticed. The charging handle on the A2 has that little knob on it instead of... well whatever shape it is on the A2. Would that mean the L85 is actually an A1 not an A2? I've heard that there were a few L85A2 made with that knob shape, but only, well, a few.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:44, 25 October 2015 (EDT)&lt;br /&gt;
:But it has the magazine-release fencing of the A2. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:52, 26 November 2015 (EST)&lt;br /&gt;
::Wait, this is called an A1 but it has the fencing, now I'm really confused. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:05, 26 November 2015 (EST) [[File:L85A1 left side.jpg|thumb|none|400px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
== Just putting these here ==&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|]]&lt;br /&gt;
[[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:31, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Should i put them up on the page? I was thinking about doing it, but im not sure.&lt;br /&gt;
Also, that 1911 skin is damn ugly, hopefully someone will make a new less crap texture for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:51, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Zed Collector]]&lt;br /&gt;
Here's the other revolver which is a S&amp;amp;W Model 500 I'm fairly sure.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:58, 20 November 2015 (EST)&lt;br /&gt;
:Yes it is, you beat me to uploading that pic. :P. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:13, 20 November 2015 (EST)&lt;br /&gt;
::Does that barrel have any name? Like the real one, &amp;quot;Performance Center&amp;quot; is stamped on it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:19, 20 November 2015 (EST)&lt;br /&gt;
:::It says &amp;quot;925 of 1000 T&amp;amp;W 500 Zed Collector&amp;quot;. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:24, 20 November 2015 (EST)&lt;br /&gt;
::::have you looked at the other side?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:35, 20 November 2015 (EST)&lt;br /&gt;
:::::Yeah, it says Performance Center, It's Smith &amp;amp; Wesson's Performance Center that makes the barrel. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 17:29, 20 November 2015 (EST)&lt;br /&gt;
::::::Yeah, okey.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:14, 20 November 2015 (EST)&lt;br /&gt;
::::::: The T&amp;amp;W 500 is base off of the S&amp;amp;W 500 Bone Collector http://www.smith-wesson.com/wcsstore/SmWesson2/upload/images/firearms/zoom_lg/170338_01_lg.jpg if anyone didn't catch it.--[[User:Anarchy66660|Anarchy66660]] ([[User talk:Anarchy66660|talk]]) 02:59, 28 November 2015 (EST)&lt;br /&gt;
::::::::Oh neat I'll put that up! [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 04:15, 28 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yeah.... ==&lt;br /&gt;
&lt;br /&gt;
[http://killingfloor2.com/Zedconomy/ This has a tendency to make people unhappy...]&lt;br /&gt;
&lt;br /&gt;
Oh Great, it's PAYDAY 2's Crimefest fireball all over again. I'm certain I can see how this goes down. The community threatens the dev and saying they're gonna leave, make a big hissyfit like a bunch of whiny babies and end up accomplishing nothing but make the Killing Floor subreddit look very pissy. --[[User:PaperCake|PaperCake]] 18:09, 23 November 2015 (EST)&lt;br /&gt;
:There's a fairly big difference however, and that's the fact that these skins doesn't affect stats, unlike the skins in Payday 2. On top of that the skins aren't ugly as fuck (atleast some of them aren't) and the people who made the skins gets compensated for the work they've done (no word on how much however)&lt;br /&gt;
:I'm probably gonna drop some cash on skins as the awful person i am.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:37, 23 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Juicy news ==&lt;br /&gt;
&lt;br /&gt;
http://www.pcgamer.com/killing-floor-2-patriarch-boss-reveal/&lt;br /&gt;
&lt;br /&gt;
Yep, they're adding the patriarch, I identified the minigun on his arm could be a GAU-19 from my best guess. Also, will be doing an edit soon on adding the STG-44's found on Hans Volter, once I get images up into place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Lancer|Lancer]] ([[User talk:Lancer|talk]]) 00:31, 26 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:More guns is always fun! As for the boss, I always thought Killing Floor was fun up until the boss.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:42, 26 November 2015 (EST)&lt;br /&gt;
::Be nice if they made a setting where you don't have to fight a boss. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:09, 26 November 2015 (EST)&lt;br /&gt;
Yeah they mentioned adding a horde mode to KF2 where it's practically endless specimens. Thank god with bosses though in Killing Floor 2, we don't have to take on multiple bosses, Killing Floor 1's subway objective map made you fight two Patriarchs, it'd be bloody horrible though to face Hans '''and''' the Patriarch though. But I better stop talking before I give them ideas.&lt;br /&gt;
&lt;br /&gt;
As for the Patriarch's wrist-gun, does anyone know if it'll fire rockets, I have a feeling tripwire probably gave him some new secret attack instead or just buffed the hell out of his GAU, either way, i'll be waiting and seeing.&lt;br /&gt;
--[[User:Lancer|Lancer]] ([[User talk:Lancer|talk]]) 16:43, 26 November 2015 (EST)&lt;br /&gt;
:While this is just a theory, i think the minigun might (don't quote me on this) shoot bullets--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:40, 26 November 2015 (EST)&lt;br /&gt;
::No he means a rocket launcher ''along side'' his GAU-19. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 19:40, 27 November 2015 (EST)&lt;br /&gt;
:::[https://en.wikipedia.org/wiki/Joke K]--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:20, 28 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== The M16 ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the exact model of that rifle? Also, is there any render of it like some of the other guns got? Cuz i can't find one.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:21, 3 September 2016 (EDT)&lt;br /&gt;
:I don't believe there are M16A1/A2 with removable carrying handles but then again i also don't think i've ever seen an A3 with that heat shield seen on the old ones, im not too much into AR-15's but if i have to guess, is that it is an A3 (Not a M16A4 because that one would be Semi or 3-round burst) but only with the handguard removed in place for the heat shield.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:02, 3 September 2016 (EDT)&lt;br /&gt;
::Well ARs are modular out the ass so you can never know for sure.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:10, 3 September 2016 (EDT)&lt;br /&gt;
If it's full auto and has a removable carry handle, it's an M16A4-R0901 model, which is the full auto variant. An M16A3 is just a full auto A2, so it wouldn't have a detachable carry handle.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 01:22, 4 September 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New guns ==&lt;br /&gt;
&lt;br /&gt;
Two new guns are incoming. Don't know which classes they'll belong to, but that Stoner looks sick!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:30, 2 March 2017 (EST)&lt;br /&gt;
[[File:KF2 spitfire.jpg|thumb|600px|none|&amp;quot;Spitfire&amp;quot;]] &lt;br /&gt;
[[File:KF2 Stoner 63.jpg|thumb|600px|none|Stoner 63A]]&lt;br /&gt;
&lt;br /&gt;
:That Stoner 63 better be in Rising Storm 2, TWI.....&lt;br /&gt;
:The flame-throwing SAA is probably a Firebug gun.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:31, 2 March 2017 (EST)&lt;br /&gt;
I don't want to be ''that guy'' but it would've been great if in the filenames if you titled the images with the text render included in to fit the conventions of the last one uploaded.&lt;br /&gt;
&lt;br /&gt;
Regardless, it's nice to see Tripwire adding a stoner, I would've preferred an PRK but this'll do nicely.&lt;br /&gt;
--[[User:Lancer|Lancer]] ([[User talk:Lancer|talk]]) 21:49, 2 March 2017 (EST)&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=1088917</id>
		<title>Talk:Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=1088917"/>
		<updated>2017-03-03T02:48:43Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* New guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Exact model of Beretta 92? ==&lt;br /&gt;
&lt;br /&gt;
Gameplay video is here: http://www.youtube.com/watch?v=6LeDvDdadxQ&lt;br /&gt;
&lt;br /&gt;
Could somebody determine what Beretta is used there? Is it M9A1 like in the first game? At first I even thought that the trigger guard is rounded, indicating it's not F/FS, but then I realized that it was the flashlight that hid the guard's shape.&lt;br /&gt;
&lt;br /&gt;
The presence of the rail indicates that it's not usual 92F/FS, but it lacks checkered back strap: https://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-09_00-58-18.jpg&lt;br /&gt;
&lt;br /&gt;
UPD: probably it's 92 Compact With Rail, a shortened M9A1 version.&lt;br /&gt;
&lt;br /&gt;
First off, please put your name on these, and second, I'm fairly sure it's a M9A1 with a Brigadier-style barrel. --[[User:PaperCake|PaperCake]] 00:42 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I got it. Are you sure it's a M9A1? It has got the usual trigger guard from 92FS/M9 and it looks short. --[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 14:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Fairly certain it is a M9A1. The trigger guard is the same as a normal M9A1, just hard to see courtesy of the tac-light mounted on the front rail. As for it looking short, it's probably been modeled with a Brigadier-style barrel, which are usually flush with the front of the slide. --[[User:PaperCake|PaperCake]] 19:05, 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I respect your opinion, but. First, weapon icon shows M9-style trigger guard: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-32-30.png &lt;br /&gt;
:Second, I'm also fairly certain that it's thin M9 trigger guard on the actual in-game model: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-36-43.jpg &lt;br /&gt;
:If you look closely, flashlight doesn't cover trigger guard that much to distort its shape.&lt;br /&gt;
:Anyway, it's not the proof that the gun is not M9A1, I also added it in article as M9A1 as the most possible variant. We'll have to wait for the release to tell for sure. :3 &lt;br /&gt;
:And the gun lacks M9A1 checkered back strap too.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 19:46, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: First off, I don't believe we allow the weapon's icon to enter into discussion of what the actual player-held weapon is (as many times in games they don't match up with each other), so whatever the icon is is irrelevant in this instance. Next, it should be noted that, even by this stage with HD graphics, video game weapons can't and likely won't be able to exactly precisely emulate a real world firearm 100%, for a number of reasons, and therefore it's possible we can't and won't ever get a 'exact' model' ID. We often don't get 'exact IDs' for films or TV shows that actually have real weapons and not renderings, again, for a number of reasons. Omission or switching of features, like the lack of a backstrap checkering, trigger guard shape, slide design etc, definitely shouldn't be so scrutinized in a video game, especially when we're talking pre-release. Such details might still remain to be finalized, and otherwise could likely be mere oversights and/or liberties taken on the weapon's look by the game's artists. Since we have such a mismatch of details - rail and front and rear slide serrations of M9A1, M9/92FS trigger guard, the one image and images on the main page seem to have a [[Beretta 92FS Brigadier|Brigadier]] slide while the other here on the talk page has an M9A1 slide, and flush barrel with the slide, no backstrap checkering - We simply won't be able to make an exact ID since there's no Beretta that matches that exact configuration from the factory as far as I know.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Not to sound snobby, but again, I think this is being over-thought a bit. If this were a real weapon, it might be worthy of speculating, as they would have be physical changes to an actual weapon, but a rendering in a video game? Especially for a game that hasn't even released yet? Bah. I'd go about listing it as we would on film/TV pages - List it as what it matches best (in this case, an M9A1) and note all the features and their particular distinctions/differences as part of the section's writeup and leave it at that for the time being. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yeah, I think we should leave it to be listed at M9A1 and note all these small discrepancies. But there was a moment when I thought that the gun was not M9A1 (indicated by the rail) with wrong backstrap checkering, trigger guard shape, slide design, but M9/92FS with wrong presence of the rail, but correct M9/92FS features in all other respects.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 10:52, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PaperCake's minor edits ==&lt;br /&gt;
&lt;br /&gt;
Why remove useful info? Most of PaperCake's small corrections are a nice touch, but&lt;br /&gt;
&lt;br /&gt;
1. Why replace &amp;quot;Performing an ammo check&amp;quot; to &amp;quot;he player peers at the M9A1's magazine before loading it in&amp;quot;, while in reality it's an actual ammo check, not a usual reloading. A unique animation is played when played tries to reload a gun with already full magazine. This feature is present in many Tripwire projects and it is one of their trade marks. I think it's worth mentioning, not a lot of games have got such details.&lt;br /&gt;
&lt;br /&gt;
2. Why remove notes about M9A1? While I won't argue it should be listed as M9A1, I added several comparisons with the same gun from the first game and with real M9A1. I always enjoyed such things when I was reading IMFDB before.&lt;br /&gt;
&lt;br /&gt;
3. Why remove explanation about &amp;quot;SA80&amp;quot; part in L85A2 in-game name? As I recall, IMFDB always had a policy to mention wrong or redundant in-game gun names. I just tried to be in keeping with local standards of writing, which encourage noticing and explaining small details and drawbacks.&lt;br /&gt;
&lt;br /&gt;
4. Why add &amp;quot;A player begins to reload his L85A2&amp;quot; when it's not a reloading animation, but draw animation?&lt;br /&gt;
&lt;br /&gt;
5. Why remove explanation that Colt 9mm SMG is not a rifle, but a submachinegun. I've read a '''lot''' of articles here and the IMFDB always had a policy to explain wrong assigned weapon class in the game, especially with AKS-74U or 9mm AR-15 derivatives.&lt;br /&gt;
&lt;br /&gt;
I don't mind the style, but minor corrections shouldn't tear out so much useful info. Since I'm a new guy, and PaperCake seems to have been here quite long time, I don't want to just undo his changes, but I think we should discuss it and restore some info.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 11:22, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, SA80 is the name of the weapon platform (like AR-15) not the actual name of the gun, so removing it makes sense.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:14, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Better screenshots ==&lt;br /&gt;
&lt;br /&gt;
A lot of the screenshots in this entry aren't very good, the HUD cluttering up screenshots, a lack of screenshots or poorly taken screenshots. Imma put in some new ones, let's just hope IMFDB doesn't crap it self when i do.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:16, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== L85A2 actually an A1? ==&lt;br /&gt;
&lt;br /&gt;
So there was something i've noticed. The charging handle on the A2 has that little knob on it instead of... well whatever shape it is on the A2. Would that mean the L85 is actually an A1 not an A2? I've heard that there were a few L85A2 made with that knob shape, but only, well, a few.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:44, 25 October 2015 (EDT)&lt;br /&gt;
:But it has the magazine-release fencing of the A2. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:52, 26 November 2015 (EST)&lt;br /&gt;
::Wait, this is called an A1 but it has the fencing, now I'm really confused. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:05, 26 November 2015 (EST) [[File:L85A1 left side.jpg|thumb|none|400px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
== Just putting these here ==&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|]]&lt;br /&gt;
[[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:31, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Should i put them up on the page? I was thinking about doing it, but im not sure.&lt;br /&gt;
Also, that 1911 skin is damn ugly, hopefully someone will make a new less crap texture for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:51, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Zed Collector]]&lt;br /&gt;
Here's the other revolver which is a S&amp;amp;W Model 500 I'm fairly sure.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:58, 20 November 2015 (EST)&lt;br /&gt;
:Yes it is, you beat me to uploading that pic. :P. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:13, 20 November 2015 (EST)&lt;br /&gt;
::Does that barrel have any name? Like the real one, &amp;quot;Performance Center&amp;quot; is stamped on it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:19, 20 November 2015 (EST)&lt;br /&gt;
:::It says &amp;quot;925 of 1000 T&amp;amp;W 500 Zed Collector&amp;quot;. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:24, 20 November 2015 (EST)&lt;br /&gt;
::::have you looked at the other side?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:35, 20 November 2015 (EST)&lt;br /&gt;
:::::Yeah, it says Performance Center, It's Smith &amp;amp; Wesson's Performance Center that makes the barrel. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 17:29, 20 November 2015 (EST)&lt;br /&gt;
::::::Yeah, okey.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:14, 20 November 2015 (EST)&lt;br /&gt;
::::::: The T&amp;amp;W 500 is base off of the S&amp;amp;W 500 Bone Collector http://www.smith-wesson.com/wcsstore/SmWesson2/upload/images/firearms/zoom_lg/170338_01_lg.jpg if anyone didn't catch it.--[[User:Anarchy66660|Anarchy66660]] ([[User talk:Anarchy66660|talk]]) 02:59, 28 November 2015 (EST)&lt;br /&gt;
::::::::Oh neat I'll put that up! [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 04:15, 28 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yeah.... ==&lt;br /&gt;
&lt;br /&gt;
[http://killingfloor2.com/Zedconomy/ This has a tendency to make people unhappy...]&lt;br /&gt;
&lt;br /&gt;
Oh Great, it's PAYDAY 2's Crimefest fireball all over again. I'm certain I can see how this goes down. The community threatens the dev and saying they're gonna leave, make a big hissyfit like a bunch of whiny babies and end up accomplishing nothing but make the Killing Floor subreddit look very pissy. --[[User:PaperCake|PaperCake]] 18:09, 23 November 2015 (EST)&lt;br /&gt;
:There's a fairly big difference however, and that's the fact that these skins doesn't affect stats, unlike the skins in Payday 2. On top of that the skins aren't ugly as fuck (atleast some of them aren't) and the people who made the skins gets compensated for the work they've done (no word on how much however)&lt;br /&gt;
:I'm probably gonna drop some cash on skins as the awful person i am.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:37, 23 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Juicy news ==&lt;br /&gt;
&lt;br /&gt;
http://www.pcgamer.com/killing-floor-2-patriarch-boss-reveal/&lt;br /&gt;
&lt;br /&gt;
Yep, they're adding the patriarch, I identified the minigun on his arm could be a GAU-19 from my best guess. Also, will be doing an edit soon on adding the STG-44's found on Hans Volter, once I get images up into place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Lancer|Lancer]] ([[User talk:Lancer|talk]]) 00:31, 26 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:More guns is always fun! As for the boss, I always thought Killing Floor was fun up until the boss.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:42, 26 November 2015 (EST)&lt;br /&gt;
::Be nice if they made a setting where you don't have to fight a boss. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:09, 26 November 2015 (EST)&lt;br /&gt;
Yeah they mentioned adding a horde mode to KF2 where it's practically endless specimens. Thank god with bosses though in Killing Floor 2, we don't have to take on multiple bosses, Killing Floor 1's subway objective map made you fight two Patriarchs, it'd be bloody horrible though to face Hans '''and''' the Patriarch though. But I better stop talking before I give them ideas.&lt;br /&gt;
&lt;br /&gt;
As for the Patriarch's wrist-gun, does anyone know if it'll fire rockets, I have a feeling tripwire probably gave him some new secret attack instead or just buffed the hell out of his GAU, either way, i'll be waiting and seeing.&lt;br /&gt;
--[[User:Lancer|Lancer]] ([[User talk:Lancer|talk]]) 16:43, 26 November 2015 (EST)&lt;br /&gt;
:While this is just a theory, i think the minigun might (don't quote me on this) shoot bullets--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:40, 26 November 2015 (EST)&lt;br /&gt;
::No he means a rocket launcher ''along side'' his GAU-19. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 19:40, 27 November 2015 (EST)&lt;br /&gt;
:::[https://en.wikipedia.org/wiki/Joke K]--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:20, 28 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== The M16 ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the exact model of that rifle? Also, is there any render of it like some of the other guns got? Cuz i can't find one.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:21, 3 September 2016 (EDT)&lt;br /&gt;
:I don't believe there are M16A1/A2 with removable carrying handles but then again i also don't think i've ever seen an A3 with that heat shield seen on the old ones, im not too much into AR-15's but if i have to guess, is that it is an A3 (Not a M16A4 because that one would be Semi or 3-round burst) but only with the handguard removed in place for the heat shield.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:02, 3 September 2016 (EDT)&lt;br /&gt;
::Well ARs are modular out the ass so you can never know for sure.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:10, 3 September 2016 (EDT)&lt;br /&gt;
If it's full auto and has a removable carry handle, it's an M16A4-R0901 model, which is the full auto variant. An M16A3 is just a full auto A2, so it wouldn't have a detachable carry handle.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 01:22, 4 September 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New guns ==&lt;br /&gt;
&lt;br /&gt;
Two new guns are incoming. Don't know which classes they'll belong to, but that Stoner looks sick!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:30, 2 March 2017 (EST)&lt;br /&gt;
[[File:KF2 spitfire.jpg|thumb|600px|none|&amp;quot;Spitfire&amp;quot;]] &lt;br /&gt;
[[File:KF2 Stoner 63.jpg|thumb|600px|none|Stoner 63A]]&lt;br /&gt;
&lt;br /&gt;
:That Stoner 63 better be in Rising Storm 2, TWI.....&lt;br /&gt;
:The flame-throwing SAA is probably a Firebug gun.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:31, 2 March 2017 (EST)&lt;br /&gt;
I don't want to be ''that guy'' but it would've been great if in the filenames if you titled the images with the text render included in to fit the conventions of the last one uploaded.&lt;br /&gt;
&lt;br /&gt;
Regardless, it's nice to see Tripwire adding a stoner, I would've preferred an PRK but this'll do nicely.&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1088916</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1088916"/>
		<updated>2017-03-03T02:42:56Z</updated>

		<summary type="html">&lt;p&gt;Lancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&amp;lt;br&amp;gt;PlayStation 4&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is a first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game, and saw a full retail release on November 18th in 2016. Changes from the first game include new perks and weapons, as well as a VS Mode where a second team of players controls the Zeds. As with the first game, some weapons can share bonuses from other perks, though unlike the first game this is clearly noted in the trader inventory, as any weapon compatible with a different perk will be shown under both perk listings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
With the exception of the fictional HX25 and Medic pistol , all handguns can be dual-wielded.&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
The &amp;quot;9mm Pistol&amp;quot; is the starting pistol for all classes. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The Picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide. Also note the flashlight fitted to the pistol.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber and his proper trigger discepline.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|The speedy reload animation when one has the &amp;quot;Tactical reload&amp;quot; perk. First a overdramatic chamber check is performed. The magazine is empty but appears to lack a follower.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|About to mash in a new magazine. Note that the trigger is in double-action mode even though the hammer is cocked.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Just frames away from using the slide release. The basic reload animation has the character racking the slide.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Berettas.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming' with dual pistols was just a zoom and holding the two pistols slightly closer to the center of the screen, the characters in KF2 are slightly smarter; they only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand one, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] was added in the &amp;quot;Return of the Patriarch&amp;quot; update with the Gunslinger Perk, titled as the &amp;quot;Remington 1858 New Army&amp;quot;. Anyone playing as the Gunslinger class will start every match with two dual-wielded.&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:KF2 R1858 holding.jpg|thumb|600px|none|Reverend Albert has his 1858 at the ready, looking out at a rather sinister looking courtyard.]]&lt;br /&gt;
[[File:KF2 R1858 iron sights.jpg|thumb|600px|none|Albert takes a look at the iron sights, wondering who brought the map technology from Dead Space here.]]&lt;br /&gt;
[[File:KF2 R1858 reloading1.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:KF2 R1858 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF2 R1858 misc.jpg|thumb|600px|none|Albert gives the 1858 a twirl.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo.jpg|thumb|600px|none|They say six shots are more than enough to kill anything that moves. But this time, he's got twelve shots.]]&lt;br /&gt;
[[File:KF2 R1858 aiming.jpg|thumb|600px|none|Along with the &amp;quot;Return of the Patriarch&amp;quot; update, the ability to simply zoom in like in the first Killing Floor when aiming paired handguns was added; it's still possible to switch styles of aiming with the press of a button.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo reloading.jpg|thumb|600px|none|Reloading two 1858s includes a whole lot of flailing around.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo misc.jpg|thumb|600px|none|You're pretty good...]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, was added with the &amp;quot;Return of the Patriarch&amp;quot; update along with the Gunslinger Perk, titled as the &amp;quot;M1911 Pistol&amp;quot;. The pistol has an eight round capacity in game using flush fitting 8-round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1.]]&lt;br /&gt;
[[File:KF2 M1911A1 holding.jpg|thumb|600px|none|As Albert makes his way through a rather nasty French subway, he comes across a creative use of blood.]]&lt;br /&gt;
[[File:KF2 M1911A1 iron sights.jpg|thumb|600px|none|Albert is not a big fan of graffiti.]]&lt;br /&gt;
[[File:KF2 M1911A1 reloading.jpg|thumb|600px|none|After re-decorating the wall with bullet holes, Albert loads his 1911 with a new mag, looking at the oft-maligned engravings. While admittedly perhaps not the best fit for the weapons, the darkness and low contrast of most of the maps make it hard to see the engravings in most of the time anyway.]]&lt;br /&gt;
[[File:KF2 M1911A1 misc.jpg|thumb|600px|none|Checking the chamber (with one hand!).]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo holding.jpg|thumb|600px|none|After making his way out of the subway, Albert comes across a second 1911, prompting him to channel his inner Chow Yun-Fat.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc4.jpg|thumb|600px|none|After blasting away with his 1911s, one of the runs dry.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a new mag....]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading2.jpg|thumb|600px|none|Reloading ...and releasing the slide.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading3.jpg|thumb|600px|none|Reloading. Albert is known as an equal opportunity reloader.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc1.jpg|thumb|600px|none|Albert peeks into the chamber. Pulling the slide far back enough that you can see the entirety of the actual bullet would most likely eject the round entirely.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc2.jpg|thumb|600px|none|One side...]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], returns in Killing Floor 2 with a chrome finish, this time properly titled as the &amp;quot;Desert Eagle&amp;quot;. It returned in &amp;quot;Return of the Patriarch&amp;quot; update as a Gunslinger weapon. Also, the Desert Eagle is now correctly shown to operated in SAO.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2 DesertE holding.jpg|thumb|600px|none|Albert brings his Desert Eagle for some Zed hunting in the woods.]]&lt;br /&gt;
[[File:KF2 DesertE iron sights.jpg|thumb|600px|none|Peeking through the iron sights.]]&lt;br /&gt;
[[File:KF2 DesertE reloading.jpg|thumb|600px|none|Spooked, Albert fires a round in to the forest. Realizing it was nothing, he reloads his Eagle, wisely keeping the old magazine.]]&lt;br /&gt;
[[File:KF2 DesertE misc2.jpg|thumb|600px|none|Right side of the pistol.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo holding.jpg|thumb|600px|none|As Albert makes his way through an old dark house, he brings two Desert Eagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading1.jpg|thumb|600px|none|His attempt at shooting ghosts failed, Albert reloads his Deagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading2.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc1.jpg|thumb|600px|none|Albert checks his Handcannons, note the KF2 logo on the grip.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc2.jpg|thumb|600px|none|Pew pew.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc3.jpg|thumb|600px|none|Making sure there is a .50 AE round in the chamber.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only two Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 Bone Collector ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500|Smith &amp;amp; Wesson Model 500 Bone Collector]] with  custom wood grips was added with the &amp;quot;Return of the Patriarch&amp;quot; update, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot; (though known as the &amp;quot;500 Magnum Revolver&amp;quot; in the actual game). The player character will always cock the hammer after every shot and they can be dual-wielded, a feat that even surpasses the Desert Eagle's dual-wielding antics in sheer ridiculousness. It's very powerful in-game, even on hard and above.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500BoneCollector.jpg|thumb|400px|none|Smith &amp;amp; Wesson Model 500 Bone Collector - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;.]]&lt;br /&gt;
[[File:KF2 M500 holding.jpg|thumb|600px|none|Albert, realizing he's in a Zed infested mansion, pulls out his ''Magnum''.]]&lt;br /&gt;
[[File:KF2 M500 iron sights.jpg|thumb|600px|none|Albert makes sure the sights are good, knowing he'll need them for any and all headshots.]]&lt;br /&gt;
[[File:KF2 M500 reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor.]]&lt;br /&gt;
[[File:KF2 M500 reloading2.jpg|thumb|600px|none|Reloading. About to feed the cylinder.]]&lt;br /&gt;
[[File:KF2 M500 misc1.jpg|thumb|600px|none|Albert spinning a 2.30 kg revolver around his finger(!).]]&lt;br /&gt;
[[File:KF2 M500 akimbo holding.jpg|thumb|600px|none|Half Smith, half Wesson. All Zedstopper (and Wristbreaker).]]&lt;br /&gt;
[[File:KF2 M500 akimbo aiming.jpg|thumb|600px|none|Albert better watch out so he doesn't get smacked in the face when he fires the M500s.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor while still holding the other M500!]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading2.jpg|thumb|600px|none|Reloading. Loading up the cylinder with some .500 S&amp;amp;W.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading3.jpg|thumb|600px|none|Reloading. Mashing the extractor with his wrist.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading4.jpg|thumb|600px|none|Reloading. Albert manages the impressive feat of reloading two revolvers without ever taking more than two fingers off of either one.]]&lt;br /&gt;
[[File:KF2 M500 akimbo misc.jpg|thumb|600px|none|You're even better.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk (spawning in their inventory upon starting a new game). It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi; while that is a possible fire mode in game, the model's selector won't actually move when flicking between them.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber (note that the front sight is far too low...)]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release. This reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk; exactly why the player character needs special training (read: a fair bit of level grinding) to push a button instead of pulling a lever is not explained.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7A1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A1]], appearing as the &amp;quot;MP7 SMG&amp;quot;, was added in the &amp;quot;Tactical Response&amp;quot; update along with the &amp;quot;SWAT&amp;quot; class. It's fitted with a suppressor and a C-More red dot sight. It holds 30-rounds in a 40-round magazine for some reason.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎ |thumb|400px|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[file:Kf2-mp7smg.jpg|thumb|600px|none|View model of the MP7A1.]]&lt;br /&gt;
[[File:KF2 MP7 irons.jpg|thumb|600px|none|Sighting up a zed with the C-more sight.]] &lt;br /&gt;
[[File:KF2 MP7 tac reloading.jpg|thumb|600px|none|Performing a mid-mag reload as a siren approaches.]] &lt;br /&gt;
[[File:KF2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag.]] &lt;br /&gt;
[[File:KF2 MP7 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:KF2 MP7 reloading3.jpg|thumb|600px|none|Pulling the charging handle. With the &amp;quot;Tactical reload&amp;quot; perk, the bolt-release will be used instead.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A2 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] was added in the &amp;quot;Tactical Response&amp;quot; update. It appears as the &amp;quot;MP5RAS SMG&amp;quot;. It has an incorrect 40 round capacity despite its 30-round magazine (as the MP7A1 seen above has got a 30 round capacity, one might suggest that the developer might have swapped the stats of the MP7A1 and the MP5A2). It can fire in either full-auto or three-round bursts.  &lt;br /&gt;
[[Image:JG_MP5_RAS.jpg |thumb|450px|none|'''Airsoft''' MP5A2-RAS by Jing Gong - 6mm BB]]&lt;br /&gt;
[[file:Kf2-mp5smg.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:KF2 MP5 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF2 MP5 misc1.jpg|thumb|600px|none|Taking a look at the loaded magazine. Here it's rather obvious that the MP5A2 has a safe-semi-auto receiver, which wouldn't allow three-round burst fire.]] &lt;br /&gt;
[[File:KF2 MP5 misc2.jpg|thumb|600px|none|Performing a brass check.]] &lt;br /&gt;
[[File:KF2 MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF2 MP5 reloading2.jpg|thumb|600px|none|Loading in a new mag.]] &lt;br /&gt;
[[File:KF2 MP5 reloading3.jpg|thumb|600px|none|just a few frames away from the HK-slap.]]&lt;br /&gt;
&lt;br /&gt;
== FN P90 TR ==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;P90 SMG&amp;quot;. It was added in the &amp;quot;Tactical Response&amp;quot; update. It is fitted with a Trijicon RX30 reflex sight.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg |thumb|400px|none|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:KF2 P90 holding.jpg|thumb|600px|none|Like in many games, the P90's magazine is opaque instead of translucent, which is always unfortunate.]]&lt;br /&gt;
[[File:KF2 P90 irons.jpg|thumb|600px|none|The RX30's reticle.]] &lt;br /&gt;
[[File:KF2 P90 misc1.jpg|thumb|600px|none|Performing a brass check, note the 5.7x28mm round.]] &lt;br /&gt;
[[File:KF2 P90 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:KF2 P90 reloading2.jpg|thumb|600px|none|About to seat in a new one.]] &lt;br /&gt;
[[File:KF2 P90 reloading3.jpg|thumb|600px|none|Pulling the charging handle. This particular animation is the &amp;quot;Tactical reload&amp;quot; variant, which isn't much different from the normal one, just faster and with slightly different motions.]]&lt;br /&gt;
&lt;br /&gt;
== KRISS USA Vector ==&lt;br /&gt;
Along with the &amp;quot;Tactical Response&amp;quot; update, the [[TDI Vector|KRISS USA Vector]] was added into the game. It appears as the &amp;quot;KRISS SMG&amp;quot;. It is fitted with a Sightmark Sure Shot or similar model reflex sight.&lt;br /&gt;
[[Image:KRISSVectorBlank.jpg |thumb|400px|none|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[file:Kf2-krisssmg.jpg|thumb|600px|none|Note that the Vector has a folded down front sight but no rear sight.]]&lt;br /&gt;
[[File:KF2 Vector irons.jpg|thumb|600px|none|The sight picture of the red dot.]] &lt;br /&gt;
[[File:KF2 Vector misc1.jpg|thumb|600px|none|Performing a brass check, showing off the bolt.]] &lt;br /&gt;
[[File:KF2 Vector misc2.jpg|thumb|600px|none|The brass check animation was updated to be more of a brass check and less of a pull-the-charging-handle-in-a-weird-way.]] &lt;br /&gt;
[[File:KF2 Vector reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag-release.]] &lt;br /&gt;
[[File:KF2 Vector reloading2.jpg|thumb|600px|none|Mashing in a new Glock 21 magazine.]]&lt;br /&gt;
[[File:KF2 Vector reloading3.jpg|thumb|600px|none|Pulling the charging handle. Similarly to the MP7, with the &amp;quot;Tactical reload&amp;quot; perk, the bolt-release is utilized.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model. Attached to the rail under the muzzle device is a usable flashlight. Rather than the 5+1 12-gauge shells that the real model holds, in-game it holds 7+1 20-gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player with his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with an NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a usable weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to a 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|501px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his M4 Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check. As with the M1911, this brass check in reality would most likely throw the checked shell directly into the player character's face.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage per shot than the standard pump-action and has the ability to fire both barrels for even greater single-shot power, but has a wider pellet spread and is restricted to two shells at a time. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
&lt;br /&gt;
== MPS AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible nor even necessarily required with an actual AA-12 as the low rate-of-fire means it's easy to get single shots with quick squeezes and releases of the trigger. It sports Navy blue and gray digital camouflage and a pump-shotgun-like foregrip tacked onto the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, neither of which can be used.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds. Note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed-bolt. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[File:KF2 AA12 misc3.jpg|thumb|600px|none|The issue of the closed bolt has since been fixed, the shell is however a little bit too far down into the drum. It should also be noted that, while obviously not noticeable here, the weapon is properly showed firing with an open bolt in first person now.]] &lt;br /&gt;
[[File:KF2 AA12 misc4.jpg|thumb|600px|none|Pulling the charging handle is still useless as the bolt never closes in the first place. Note however that the shell is in a more proper position in this particular animation.]] &lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holding 5+1 shells. Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk. Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel, as to be expected of a hundred year old shotgun.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine. The overall six-shell capacity in this game is more correct than in the first game, where the player characters would load the tube with one more shell than it could actually hold before chambering one.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
&lt;br /&gt;
The [[Winchester Model 1894]] is a returning rifle from the original Killing Floor. Designed for the sharpshooter and first teased with a render released on February 19 2016. The weapon was eventually added along the prison map, the crossbow and some other stuff on April 7 2016.&lt;br /&gt;
&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester Model 1894 Saddle Ring Carbine - .30-30]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2_Lever_Action_Rifle.jpg|thumb|600px|none|The Render for the Winchester 1894 for the Sharpshooter.]]&lt;br /&gt;
[[File:KF2 M1894 holding.jpg|thumb|600px|none|Rob, a former police officer, finds himself in the new prison map with a shiny Winchester 1894.]] &lt;br /&gt;
[[File:KF2 M1894 iron sights.jpg|thumb|600px|none|Iron sights; note that this game goes for the standard sights rather than the rear tang peep sight the first game's model had.]] &lt;br /&gt;
[[File:KF2 M1894 misc1.jpg|thumb|600px|none|Taking a peek at the loading gate.]] &lt;br /&gt;
[[File:KF2 M1894 misc2.jpg|thumb|600px|none|Checking the chamber.]] &lt;br /&gt;
[[File:KF2 M1894 misc3.jpg|thumb|600px|none|Rob cycles the lever after some fruitless sky shooting. Note the new round about to be chambered.]] &lt;br /&gt;
[[File:KF2 M1894 reloading1.jpg|thumb|600px|none|Reloading. About to insert a round in the chamber...]] &lt;br /&gt;
[[File:KF2 M1894 reloading2.jpg|thumb|600px|none|...and then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Carbines =&lt;br /&gt;
== Enfield L85A2 ==&lt;br /&gt;
The [[L85A2]] is the second weapon for the Сommando Perk. It replaces the [[L22A2]] from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul PMAGs as its standard magazines. Interestingly, it has the knob-shaped charging handle of the [[L85A1]] instead of the comma shaped A2 style charging handle. It doesn't appear to be an actual A1 however, as it has the magazine-release fencing of the A2.&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO. Note the shape of the charging handle in comparison to the A2.]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A2 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away. Here the mag-release fencing is obvious.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A2 gets lit up from the flash of lighting, here the Magpul PMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug. Note the knob shape.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading. inserting a new mag. The bolt is not properly depicted as looking back.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|Izhmash AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[File:KF2 AK12 reloading1.jpg|thumb|600px|none|The basic reload animation of the AK-12 shows the player character kicking out the dry magazine with the new one.]] &lt;br /&gt;
[[File:KF2 AK12 reloading2.jpg|thumb|600px|none|With the &amp;quot;Tactical reload&amp;quot; perk however, the character knocks out the magazine with his or her thumb and ''then'' proceeds to grab a fresh mag. ]]&lt;br /&gt;
&lt;br /&gt;
== Haenel MKb 42(H) ==&lt;br /&gt;
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game but is currently unusable by the player. Instead, MKb 42s are dual-wielded by Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his &amp;quot;Twin Vipers&amp;quot; on the players when they are at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm]]&lt;br /&gt;
[[file:KF2-STG-44-Hans.jpg|thumb|600px|none|The telltale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.]]&lt;br /&gt;
[[file:Better_mkb-kf2.jpg|thumb|600px|none|A MKb 42(H) on the ground after a fight with Hans Volter.]]&lt;br /&gt;
&lt;br /&gt;
==M16==&lt;br /&gt;
An [[M16]] fitted with an M203 was added in the &amp;quot;Tactical Response&amp;quot; update for the &amp;quot;Demolitionist&amp;quot; class.&lt;br /&gt;
[[Image:M16A4M203.jpg|thumb|none|500px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[File:KF2 M16 holding.jpg|thumb|600px|none|Lt. Bill Masterson bringing his [[Scarface_(1983)#Colt_AR-15_with_Fake_M203_grenade_launcher_.28a.k.a._.22My_Little_Friend.22.29|little friend]] to HELL!]] &lt;br /&gt;
[[File:KF2 M16 irons.jpg|thumb|600px|none|Sighting up the massive skeleton statue. These appear to be KAC 300 meter style flip-up sights.]] &lt;br /&gt;
[[File:KF2 M16 misc1.jpg|thumb|600px|none|Performing a chamber check.]] &lt;br /&gt;
[[File:KF2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine. Note that the fire-selector is unfortunately on safe.]] &lt;br /&gt;
[[File:KF2 M16 reloading2.jpg|thumb|600px|none|Pulling the charging handle in a very awkward way to chamber a new round. The reload animation for this rifle is reused from the &amp;quot;Varmint rifle&amp;quot;.]] &lt;br /&gt;
[[File:KF2 M16 reloading GL.jpg|thumb|600px|none|Reloading the M203. Despite using the same 40mm grenades, the M203 has a noticeably lower AoE than the M79. Note the star on the magwell with &amp;quot;BLACK STAR&amp;quot; written next to it.]]&lt;br /&gt;
[[File:KF2 M16 misc2.jpg|thumb|600px|none|Unequpping the weapon shows of the Magpul MIAD grip. While difficult to make out, the markings on the receiver read &amp;quot;BLACK STAR WEAPONS DIVISON&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20-round magazine and a Tango Down vertical foregrip (now in black). Unlike the first game however, the charging handle is flipped onto the right side and the barrel is short, indicating it is the CQC model. It sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser and it has an InForce WML flashlight attached to the left rail.&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the right side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:KF2 SCAR misc3.jpg|thumb|600px|none|A SCAR-H being 3D printed at the dosh sink.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] returns from the first game with the addition of the Sharpshooter perk. Referred to as the US Army &amp;quot;M14 EBR&amp;quot; like in the first game, it is the Tier 3 weapon for the Sharpshooter perk. Its usage and attributes are for the most part similar to that in the first game, being a semi-automatic rifle with a laser sight, but its model has many changes and differences - it uses the Mod 0's pistol grip and sliding stock rather than the fixed Sage CA-Mandatory stock, it has the usual Kydex handguard instead of rail covers, the laser aiming module is actually present on the model (mounted ahead of the handguard) rather than forcing the laser to emit from the ether, the body is given a tan finish, and a scope rail mounting an ACOG sight is attached above the action.&lt;br /&gt;
[[Image:US M14 Mk 14 Mod 0 EBR (Enhanced Battle Rifle).jpg|thumb|none|500px|Mk 14 Mod 0 Enhanced Battle Rifle with spare magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF2-RenderEBR.jpg|none|thumb|500px|Render of the Mk 14 Mod 0. Note despite the text above there is no laser aiming module present here, it apparently being a last-minute addition to the model.]]&lt;br /&gt;
[[file:KF2-M14EBR.jpg|thumb|600px|none|]]&lt;br /&gt;
[[file:KF2 Mk14 sight.jpg|thumb|600px|none|The scope reticle. This green &amp;quot;dot &amp;amp; horseshoe&amp;quot; reticle is an actual factory option for Trijicon ACOG sights. Note how the outside of the optic isn't magnified.]]&lt;br /&gt;
[[File:KF2 Mk14 misc1.jpg|thumb|600px|none|Performing a brass check. Here the laser module can be clearly seen.]] &lt;br /&gt;
[[File:KF2 Mk14 imfdbstopbeingdumb.jpg|thumb|600px|none|Reloading. Beginning with very violently throwing away the dry mag, causing it to spin all over the place.]] &lt;br /&gt;
[[File:KF2 Mk14 reloading2.jpg|thumb|600px|none|Then not so violently rocking in a fresh mag.]] &lt;br /&gt;
[[File:KF2 Mk14 reloading3.jpg|thumb|600px|none|Chambering a new round. Like in many games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79's iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [[Apocalypse Now#M79 grenade launcher|They're close....]]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. Interestingly, the back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The [[General Dynamics GAU-19/A]] appears as a weapon for the Patriarch Boss that was added in the &amp;quot;Return of the Patriarch&amp;quot; update (as one might guess). It is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance, located behind the weapon and mounted under what appears to be the weapon's power source.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the Patriarch, The GAU-19/A is attached to his mechanical arm.]]&lt;br /&gt;
[[File:KF2 GAU 19A misc.jpg|thumb|600px|none|The Patriarch tapping away at some form of display in his intro. He will do this every time he's about to fire missiles out of what seems to be the GAU-19/A, however that works.]] &lt;br /&gt;
[[File:KF2 GAU 19A misc2.jpg|thumb|600px|none|ditto]] &lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player character.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his arm-mounted GAU-19/A, while the player reconsiders if the 9mm Varmint Rifle was really an appropriate choice.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
The [[Stoner 63]] was released as a render on the 3rd of March as a teaser for an upcoming update.&lt;br /&gt;
[[File:StonerM63.jpg|thumb|500px|none|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Stoner 63.jpg|none|600px|thumb|Render of the Stoner 63]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1005096</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1005096"/>
		<updated>2016-02-21T09:26:34Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Winchester 1894 */ formatting error fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
With the exception of the fictional Medic pistol, all handguns can be dual-wielded.&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The Picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber and his proper trigger discepline.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release. If not using the &amp;quot;Tactical Reload&amp;quot; perk, the player character will instead rack the slide.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] was added in the &amp;quot;Return of the Patriarch&amp;quot; update with the Gunslinger Perk, titled as the &amp;quot;Remington 1858 New Army&amp;quot;. Anyone playing as the Gunslinger class will start every match with two dual-wielded.&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:KF2 R1858 holding.jpg|thumb|600px|none|Reverend Albert has his 1858 at the ready, looking out at a rather sinister looking courtyard.]]&lt;br /&gt;
[[File:KF2 R1858 iron sights.jpg|thumb|600px|none|Albert takes a look at the iron sights, wondering who brought the map technology from Dead Space here.]]&lt;br /&gt;
[[File:KF2 R1858 reloading1.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:KF2 R1858 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF2 R1858 misc.jpg|thumb|600px|none|Alberts gives the 1858 a twirl.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo.jpg|thumb|600px|none|If six shots are more than enough to kill anything that moves, twelve shots must be enough to kill ''anything'']]&lt;br /&gt;
[[File:KF2 R1858 aiming.jpg|thumb|600px|none|Along with the &amp;quot;Return of the Patriarch&amp;quot; update the ability to simply zoom in like in the first Killing Floor when aiming two handguns was added, it is however possible to switch to original style of aiming with the press of a button.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo reloading.jpg|thumb|600px|none|Reloading two 1858's includes a whole lot of flailing around.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo misc.jpg|thumb|600px|none|You're pretty good....]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, was added with the &amp;quot;Return of the Patriarch&amp;quot; update along with the Gunslinger Perk, titled as the &amp;quot;M1911 Pistol&amp;quot;. The pistol has an eight round capacity in game using flush fitting 8-round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1]]&lt;br /&gt;
[[File:KF2 M1911A1 holding.jpg|thumb|600px|none|As Albert makes his way through a rather nasty French subway, he comes across a creative use of blood.]]&lt;br /&gt;
[[File:KF2 M1911A1 iron sights.jpg|thumb|600px|none|Albert is not a big fan of graffiti.]]&lt;br /&gt;
[[File:KF2 M1911A1 reloading.jpg|thumb|600px|none|After re-decorating the wall with bullet holes, Albert loads his 1911 with a new mag, looking at the oft-maligned engravings. While admittedly perhaps not the best fit for the weapons, the darkness and low contrast of most of the maps make it hard to see the engravings in most of the time anyway..]]&lt;br /&gt;
[[File:KF2 M1911A1 misc.jpg|thumb|600px|none|Checking the chamber (with one hand !).]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo holding.jpg|thumb|600px|none|After making his way out of the subway, Albert comes across a second 1911, prompting him to channel his inner Chow Yun-Fat.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc4.jpg|thumb|600px|none|After blasting away with his 1911s one of the runs dry.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a new mag....]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading2.jpg|thumb|600px|none|Reloading...and releasing the slide.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading3.jpg|thumb|600px|none|Reloading. Albert is known as an equal opportunity reloader.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc1.jpg|thumb|600px|none|Albert peeks into the chamber. Pulling the slide this far back would probably eject the chambered round.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc2.jpg|thumb|600px|none|One side...]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc3.jpg|thumb|600px|none|...and the other]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, this time titled as the &amp;quot;Desert Eagle&amp;quot;. It returned in &amp;quot;Return of the Patriarch&amp;quot; update as a Gunslinger weapon. Also, the Desert Eagle is now correctly shown to operated in SAO&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2 DesertE holding.jpg|thumb|600px|none|Albert brings his Desert Eagle for some Zed hunting in the woods.]]&lt;br /&gt;
[[File:KF2 DesertE iron sights.jpg|thumb|600px|none|Peeking through the iron sights.]]&lt;br /&gt;
[[File:KF2 DesertE reloading.jpg|thumb|600px|none|Spooked, Albert fires a round in to the forest, realizing it was nothing, he reloads his Eagle, wisely keeping the old magazine.]]&lt;br /&gt;
[[File:KF2 DesertE misc2.jpg|thumb|600px|none|Right side of the pistol.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo holding.jpg|thumb|600px|none|As Albert makes his way through an old dark house, he brings two Desert Eagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo iron sights.jpg|thumb|600px|none|Iron sights]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading1.jpg|thumb|600px|none|His attempt at shooting ghosts failed, Albert reloads his Deagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading2.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc1.jpg|thumb|600px|none|Albert checks his Handcannons, note the KF2 logo on the grip.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc2.jpg|thumb|600px|none|Pew pew.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc3.jpg|thumb|600px|none|Making sure there is a .50 AE round in the chamber.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only two Desert Eagles]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 Bone Collector ==&lt;br /&gt;
&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 500|Smith &amp;amp; Wesson Model 500 Bone Collector]] with  custom wood grips was added with the &amp;quot;Return of the Patriarch&amp;quot; update, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot; (though known as the &amp;quot;500 Magnum Revolver&amp;quot; in the actual game). The player character will always cock the hammer after every shot and they can be dual-wielded, a feat that even surpasses the Desert Eagle's dual-wielding antics in sheer ridiculousness. It's very powerful in-game, even on hard and above, being able to kill most Zeds with just one shot, usually sending them flying in the process. It can also shoot through Zeds (as many as four!) and can knock back bigger enemies like Fleshpounds and even the Boss Zeds!&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500BoneCollector.jpg|thumb|400px|none|Smith &amp;amp; Wesson Model 500 Bone Collector - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;]]&lt;br /&gt;
[[File:KF2 M500 holding.jpg|thumb|600px|none|Albert, realizing he's in a Zed infested mansion, pulls out his ''Magnum''.]]&lt;br /&gt;
[[File:KF2 M500 iron sights.jpg|thumb|600px|none|Albert makes sure the sights are good, knowing he'll need them for any and all headshots.]]&lt;br /&gt;
[[File:KF2 M500 reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor.]]&lt;br /&gt;
[[File:KF2 M500 reloading2.jpg|thumb|600px|none|Reloading. About to feed the cylinder.]]&lt;br /&gt;
[[File:KF2 M500 misc1.jpg|thumb|600px|none|Albert spinning a 2.30 kg revolver around his finger(!).]]&lt;br /&gt;
[[File:KF2 M500 akimbo holding.jpg|thumb|600px|none|Half Smith. Half Wesson. All Zedstopper. And Wristbreaker.]]&lt;br /&gt;
[[File:KF2 M500 akimbo aiming.jpg|thumb|600px|none|Albert better watch out so he doesn't get smacked in the face when he fires the M500s]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor while still holding the other M500!]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading2.jpg|thumb|600px|none|Reloading. loading up the cylinder with some .500 S&amp;amp;W.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading3.jpg|thumb|600px|none|Reloading. Mashing the extractor with his wrist.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading4.jpg|thumb|600px|none|Reloading. Albert manages the impressive feet of reloading two revolvers while still holding on to them both.]]&lt;br /&gt;
[[File:KF2 M500 akimbo misc.jpg|thumb|600px|none|You're even better.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk (spawning in their inventory upon starting a new game). It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi, while it is possible to fire the weapon in semi, the selector won't actually move when flicking beween firing modes.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber (note that the front sight is far too low...)]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release, this reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk. Exactly why the player character needs special training (read: a fair bit of level grinding) to push a button is not explained.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight. Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with a NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a usable weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to an 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|501px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check. As with the M1911, this brass check runs the risk of throwing the checked shell directly into the player's face.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage than the standard pump-action and the ability to fire both barrels but has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== MPS AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible on actual AA-12's nor needed as the low rate-of-fire means it's possible to fire it in semi-auto via quick pulls of the trigger. It sports black and gray digital camouflage, a pump-shotgun-like foregrip tacked on the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, both are unusable.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds, note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed bolt weapon. This is only noticeable in third-person. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[File:KF2 AA12 misc3.jpg|thumb|600px|none|The issue of the closed bolt has since been fixed, the shell is however a little to bit far down into the drum. It should also be noted that, while obviously not noticeable here, the weapon is properly showed firing with an open bolt in third person now.]] &lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[File:KF2 AA12 misc4.jpg|thumb|600px|none|Pulling the charging handle is still useless, note however that the shell is in a more proper position in this particular animation.]] &lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holds 5+1 shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
== Winchester 1894 ==&lt;br /&gt;
&lt;br /&gt;
The [[Winchester 1894]] is a returning rifle from the original Killing Floor, designed for the sharpshooter, to be announced, a render was released on February 19.&lt;br /&gt;
&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|400px|Winchester 1894 Saddle Ring Carbine - .30-30.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2_Lever_Action_Rifle.jpg|thumb|600px|none|The Render for the new Winchester 1894 for the Sharpshooter.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Carbines =&lt;br /&gt;
== Enfield L85A1 ==&lt;br /&gt;
The [[L85A1]], incorrectly called called L85A2 (the charging handle is the knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the [[Enfield L85 rifle series#L22A1|L22A1]] from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul PMAGs as its standard magazines.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A1 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A1 gets lit up from the flash of lighting, here the Magpul PMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug, note the knob shape, indicating it's an A1 not an A2.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|Izhmash AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag after an empty, non-tactical reload. Oddly enough, the non-tac reload uses the assumed tactical reload of the AK series (flicking the mag release with a fresh magazine), while the Tactical one involves flicking the mag release with the player character's thumb and ''then'' grabbing a new mag.]]&lt;br /&gt;
&lt;br /&gt;
== Haenel MKb 42(H) ==&lt;br /&gt;
&lt;br /&gt;
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game but is currently unusable by the player, instead MKb 42s are dual-wielded by Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his &amp;quot;Twin Vipers&amp;quot; on the players when they at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.&lt;br /&gt;
&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm]]&lt;br /&gt;
[[file:KF2-STG-44-Hans.jpg|thumb|600px|none|The tell tale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.]]&lt;br /&gt;
[[file:Better_mkb-kf2.jpg|thumb|600px|none|A MKb 42(H) on the ground after a fight with Hans Volter.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a Tango Down vertical foregrip (now in black). Unlike in the first game, the barrel is short, indicating it is the CQC model, it sports a Aimpoint CompM2 red dot sight instead of the Aimpoint CompM4s, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the left side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [http://www.imfdb.org/wiki/Apocalypse_Now#M79_grenade_launcher They're close....]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges. The back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it!&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark, wondering why someone wrote &amp;quot;Rädda oss!&amp;quot; (save us), which is swedish.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The [[General Dynamics GAU-19/A]] appears as a weapon for the Patriarch Boss that was added in the &amp;quot;Return of the Patriarch&amp;quot; update (as one might guess). it is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance, located behind the weapon and mounted under what appears to be the weapon's power source.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the Patriarch, The GAU-19/A is attached to his mechanical arm.]]&lt;br /&gt;
[[File:KF2 GAU 19A misc.jpg|thumb|600px|none|The Patriarch tapping away at some form of display in his intro. He will do this every time he's about to fire missiles out of what seems to be the GAU-19/A, however that works.]] &lt;br /&gt;
[[File:KF2 GAU 19A misc2.jpg|thumb|600px|none|ditto]] &lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player character.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his arm-mounted GAU-19/A. While the player reconsiders if the 9mm Varmint Rifle was really appropriate. Unlike Hans, who can fire his Mkb 42's whilst moving, the Patriarch can only fire his GAU-19/A whilst standing still. To make up for this, the GAU predictably deals ''way'' more damage then Hans Mkb's.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1005095</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1005095"/>
		<updated>2016-02-21T09:25:52Z</updated>

		<summary type="html">&lt;p&gt;Lancer: Added some juicy new news about the new sharpshooter rifle coming back, here's an offical source: http://steamcommunity.com/games/232090/announcements/detail/970893970525461479&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
With the exception of the fictional Medic pistol, all handguns can be dual-wielded.&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The Picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber and his proper trigger discepline.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release. If not using the &amp;quot;Tactical Reload&amp;quot; perk, the player character will instead rack the slide.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] was added in the &amp;quot;Return of the Patriarch&amp;quot; update with the Gunslinger Perk, titled as the &amp;quot;Remington 1858 New Army&amp;quot;. Anyone playing as the Gunslinger class will start every match with two dual-wielded.&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:KF2 R1858 holding.jpg|thumb|600px|none|Reverend Albert has his 1858 at the ready, looking out at a rather sinister looking courtyard.]]&lt;br /&gt;
[[File:KF2 R1858 iron sights.jpg|thumb|600px|none|Albert takes a look at the iron sights, wondering who brought the map technology from Dead Space here.]]&lt;br /&gt;
[[File:KF2 R1858 reloading1.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:KF2 R1858 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF2 R1858 misc.jpg|thumb|600px|none|Alberts gives the 1858 a twirl.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo.jpg|thumb|600px|none|If six shots are more than enough to kill anything that moves, twelve shots must be enough to kill ''anything'']]&lt;br /&gt;
[[File:KF2 R1858 aiming.jpg|thumb|600px|none|Along with the &amp;quot;Return of the Patriarch&amp;quot; update the ability to simply zoom in like in the first Killing Floor when aiming two handguns was added, it is however possible to switch to original style of aiming with the press of a button.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo reloading.jpg|thumb|600px|none|Reloading two 1858's includes a whole lot of flailing around.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo misc.jpg|thumb|600px|none|You're pretty good....]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, was added with the &amp;quot;Return of the Patriarch&amp;quot; update along with the Gunslinger Perk, titled as the &amp;quot;M1911 Pistol&amp;quot;. The pistol has an eight round capacity in game using flush fitting 8-round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1]]&lt;br /&gt;
[[File:KF2 M1911A1 holding.jpg|thumb|600px|none|As Albert makes his way through a rather nasty French subway, he comes across a creative use of blood.]]&lt;br /&gt;
[[File:KF2 M1911A1 iron sights.jpg|thumb|600px|none|Albert is not a big fan of graffiti.]]&lt;br /&gt;
[[File:KF2 M1911A1 reloading.jpg|thumb|600px|none|After re-decorating the wall with bullet holes, Albert loads his 1911 with a new mag, looking at the oft-maligned engravings. While admittedly perhaps not the best fit for the weapons, the darkness and low contrast of most of the maps make it hard to see the engravings in most of the time anyway..]]&lt;br /&gt;
[[File:KF2 M1911A1 misc.jpg|thumb|600px|none|Checking the chamber (with one hand !).]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo holding.jpg|thumb|600px|none|After making his way out of the subway, Albert comes across a second 1911, prompting him to channel his inner Chow Yun-Fat.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc4.jpg|thumb|600px|none|After blasting away with his 1911s one of the runs dry.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a new mag....]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading2.jpg|thumb|600px|none|Reloading...and releasing the slide.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading3.jpg|thumb|600px|none|Reloading. Albert is known as an equal opportunity reloader.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc1.jpg|thumb|600px|none|Albert peeks into the chamber. Pulling the slide this far back would probably eject the chambered round.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc2.jpg|thumb|600px|none|One side...]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc3.jpg|thumb|600px|none|...and the other]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, this time titled as the &amp;quot;Desert Eagle&amp;quot;. It returned in &amp;quot;Return of the Patriarch&amp;quot; update as a Gunslinger weapon. Also, the Desert Eagle is now correctly shown to operated in SAO&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2 DesertE holding.jpg|thumb|600px|none|Albert brings his Desert Eagle for some Zed hunting in the woods.]]&lt;br /&gt;
[[File:KF2 DesertE iron sights.jpg|thumb|600px|none|Peeking through the iron sights.]]&lt;br /&gt;
[[File:KF2 DesertE reloading.jpg|thumb|600px|none|Spooked, Albert fires a round in to the forest, realizing it was nothing, he reloads his Eagle, wisely keeping the old magazine.]]&lt;br /&gt;
[[File:KF2 DesertE misc2.jpg|thumb|600px|none|Right side of the pistol.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo holding.jpg|thumb|600px|none|As Albert makes his way through an old dark house, he brings two Desert Eagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo iron sights.jpg|thumb|600px|none|Iron sights]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading1.jpg|thumb|600px|none|His attempt at shooting ghosts failed, Albert reloads his Deagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading2.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc1.jpg|thumb|600px|none|Albert checks his Handcannons, note the KF2 logo on the grip.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc2.jpg|thumb|600px|none|Pew pew.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc3.jpg|thumb|600px|none|Making sure there is a .50 AE round in the chamber.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only two Desert Eagles]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 Bone Collector ==&lt;br /&gt;
&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 500|Smith &amp;amp; Wesson Model 500 Bone Collector]] with  custom wood grips was added with the &amp;quot;Return of the Patriarch&amp;quot; update, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot; (though known as the &amp;quot;500 Magnum Revolver&amp;quot; in the actual game). The player character will always cock the hammer after every shot and they can be dual-wielded, a feat that even surpasses the Desert Eagle's dual-wielding antics in sheer ridiculousness. It's very powerful in-game, even on hard and above, being able to kill most Zeds with just one shot, usually sending them flying in the process. It can also shoot through Zeds (as many as four!) and can knock back bigger enemies like Fleshpounds and even the Boss Zeds!&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500BoneCollector.jpg|thumb|400px|none|Smith &amp;amp; Wesson Model 500 Bone Collector - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;]]&lt;br /&gt;
[[File:KF2 M500 holding.jpg|thumb|600px|none|Albert, realizing he's in a Zed infested mansion, pulls out his ''Magnum''.]]&lt;br /&gt;
[[File:KF2 M500 iron sights.jpg|thumb|600px|none|Albert makes sure the sights are good, knowing he'll need them for any and all headshots.]]&lt;br /&gt;
[[File:KF2 M500 reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor.]]&lt;br /&gt;
[[File:KF2 M500 reloading2.jpg|thumb|600px|none|Reloading. About to feed the cylinder.]]&lt;br /&gt;
[[File:KF2 M500 misc1.jpg|thumb|600px|none|Albert spinning a 2.30 kg revolver around his finger(!).]]&lt;br /&gt;
[[File:KF2 M500 akimbo holding.jpg|thumb|600px|none|Half Smith. Half Wesson. All Zedstopper. And Wristbreaker.]]&lt;br /&gt;
[[File:KF2 M500 akimbo aiming.jpg|thumb|600px|none|Albert better watch out so he doesn't get smacked in the face when he fires the M500s]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor while still holding the other M500!]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading2.jpg|thumb|600px|none|Reloading. loading up the cylinder with some .500 S&amp;amp;W.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading3.jpg|thumb|600px|none|Reloading. Mashing the extractor with his wrist.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading4.jpg|thumb|600px|none|Reloading. Albert manages the impressive feet of reloading two revolvers while still holding on to them both.]]&lt;br /&gt;
[[File:KF2 M500 akimbo misc.jpg|thumb|600px|none|You're even better.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk (spawning in their inventory upon starting a new game). It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi, while it is possible to fire the weapon in semi, the selector won't actually move when flicking beween firing modes.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber (note that the front sight is far too low...)]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release, this reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk. Exactly why the player character needs special training (read: a fair bit of level grinding) to push a button is not explained.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight. Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with a NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a usable weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to an 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|501px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check. As with the M1911, this brass check runs the risk of throwing the checked shell directly into the player's face.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage than the standard pump-action and the ability to fire both barrels but has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== MPS AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible on actual AA-12's nor needed as the low rate-of-fire means it's possible to fire it in semi-auto via quick pulls of the trigger. It sports black and gray digital camouflage, a pump-shotgun-like foregrip tacked on the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, both are unusable.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds, note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed bolt weapon. This is only noticeable in third-person. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[File:KF2 AA12 misc3.jpg|thumb|600px|none|The issue of the closed bolt has since been fixed, the shell is however a little to bit far down into the drum. It should also be noted that, while obviously not noticeable here, the weapon is properly showed firing with an open bolt in third person now.]] &lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[File:KF2 AA12 misc4.jpg|thumb|600px|none|Pulling the charging handle is still useless, note however that the shell is in a more proper position in this particular animation.]] &lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holds 5+1 shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
== Winchester 1894 ==&lt;br /&gt;
&lt;br /&gt;
The [[Winchester 1894]] is a returning rifle from the original Killing Floor, designed for the sharpshooter, to be announced, a render was released on February 19.&lt;br /&gt;
&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|400px|Winchester 1894 Saddle Ring Carbine - .30-30.]]&lt;br /&gt;
&lt;br /&gt;
[[File:File:KF2_Lever_Action_Rifle.jpg|thumb|600px|none|The Render for the new Winchester 1894 for the Sharpshooter.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Carbines =&lt;br /&gt;
== Enfield L85A1 ==&lt;br /&gt;
The [[L85A1]], incorrectly called called L85A2 (the charging handle is the knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the [[Enfield L85 rifle series#L22A1|L22A1]] from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul PMAGs as its standard magazines.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A1 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A1 gets lit up from the flash of lighting, here the Magpul PMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug, note the knob shape, indicating it's an A1 not an A2.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|Izhmash AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag after an empty, non-tactical reload. Oddly enough, the non-tac reload uses the assumed tactical reload of the AK series (flicking the mag release with a fresh magazine), while the Tactical one involves flicking the mag release with the player character's thumb and ''then'' grabbing a new mag.]]&lt;br /&gt;
&lt;br /&gt;
== Haenel MKb 42(H) ==&lt;br /&gt;
&lt;br /&gt;
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game but is currently unusable by the player, instead MKb 42s are dual-wielded by Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his &amp;quot;Twin Vipers&amp;quot; on the players when they at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.&lt;br /&gt;
&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm]]&lt;br /&gt;
[[file:KF2-STG-44-Hans.jpg|thumb|600px|none|The tell tale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.]]&lt;br /&gt;
[[file:Better_mkb-kf2.jpg|thumb|600px|none|A MKb 42(H) on the ground after a fight with Hans Volter.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a Tango Down vertical foregrip (now in black). Unlike in the first game, the barrel is short, indicating it is the CQC model, it sports a Aimpoint CompM2 red dot sight instead of the Aimpoint CompM4s, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the left side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [http://www.imfdb.org/wiki/Apocalypse_Now#M79_grenade_launcher They're close....]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges. The back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it!&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark, wondering why someone wrote &amp;quot;Rädda oss!&amp;quot; (save us), which is swedish.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The [[General Dynamics GAU-19/A]] appears as a weapon for the Patriarch Boss that was added in the &amp;quot;Return of the Patriarch&amp;quot; update (as one might guess). it is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance, located behind the weapon and mounted under what appears to be the weapon's power source.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the Patriarch, The GAU-19/A is attached to his mechanical arm.]]&lt;br /&gt;
[[File:KF2 GAU 19A misc.jpg|thumb|600px|none|The Patriarch tapping away at some form of display in his intro. He will do this every time he's about to fire missiles out of what seems to be the GAU-19/A, however that works.]] &lt;br /&gt;
[[File:KF2 GAU 19A misc2.jpg|thumb|600px|none|ditto]] &lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player character.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his arm-mounted GAU-19/A. While the player reconsiders if the 9mm Varmint Rifle was really appropriate. Unlike Hans, who can fire his Mkb 42's whilst moving, the Patriarch can only fire his GAU-19/A whilst standing still. To make up for this, the GAU predictably deals ''way'' more damage then Hans Mkb's.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF2_Lever_Action_Rifle.jpg&amp;diff=1005094</id>
		<title>File:KF2 Lever Action Rifle.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF2_Lever_Action_Rifle.jpg&amp;diff=1005094"/>
		<updated>2016-02-21T09:23:54Z</updated>

		<summary type="html">&lt;p&gt;Lancer: The lever action rifle from Killing Floor 2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The lever action rifle from Killing Floor 2.&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=986230</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=986230"/>
		<updated>2015-12-09T12:07:57Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Sawn-Off Double Barreled Shotgun */ It's a sly reference to The Wire, with Omar little also owning a double barreled sawn off, also he's &amp;quot;gangsta&amp;quot; so that kinda explains it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault rifles, shotguns, and marksman rifles. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again require money.&lt;br /&gt;
&lt;br /&gt;
In addition to this, owners of the Gage Weapon Pack #1 DLC will be allowed to change the firing mode between fully automatic and semi-automatic on all applicable weapons, and unlock access to special addons that enable locking a weapon permanently in one fire mode. Owners of the Gage Weapon Pack #2 DLC will also have access to the machine guns as well as new knives. Owners of the Gage Mod Courier DLC will also be able to unlock a special set of modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and have begun to lock weapon addons to specific achievements rather than random drops. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns. All firearms in Payday 2 are capable of performing a &amp;quot;tactical reload&amp;quot; (i.e. reload when the magazine isn't emptied) in addition to the &amp;quot;dry&amp;quot; animation, though as is common with most contemporary non-tactical shooters, none of them retain the round currently in battery, meaning there is no &amp;quot;one round in the chamber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a final addition, starting with the October 22, 2014 patch, players with a specific skill set are also allowed to replace their primary with two dual-wielded pistols, though this obviously comes with penalties to aiming and recoil and can currently can only be done with a few pistols. Dual-wielding can be done by any player with enough perks in the Hitman perk deck unlocked, or by players who have the Akimbo skill from the Fugitive tree&lt;br /&gt;
&lt;br /&gt;
As of Update #65 (The first person animation update) All base game guns (except for the Bronco .44) and some DLC weapons have received new first person animations, most notably new reloading animations. Also with this update magazines now actually have fully modeled bullets in them, on top of that, it's is possible to see the bullets in the transparent magazines of weapons such as the JP36, Commando 553, Kobus 90 etc.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round capacity instead of 15. Presently, it is one of the seven pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|Note that for some reason it's modeled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- holding.jpg|thumb|none|600px|The player holds the 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- aim.jpg|thumb|none|600px|The player aims 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the 92FS Centurion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Beretta 92FS Centurion.]]&lt;br /&gt;
'''Akimbo'''&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo 92FS Centurions.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo 92FS Centurions.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo 92FS Centurions.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in-game as the &amp;quot;Chimano 88 Pistol&amp;quot;. It is the default secondary weapon, and is initially rather weak though holds a fairly large and correct 17-round magazine (though it has an extended +2 magazine base-plate that would allow it to hold 19 rounds). Originally it could only use one of three suppressors, though a few more compatible parts have been added in patches. It is one of seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 1.jpg|thumb|none|600px|Note extended +2 magazine base-plate that's not factored into the weapons capacity]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 17.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 17.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 17.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C Generation 3]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, low power, low accuracy, comes with a slightly incorrect 20-round magazine (actually 19), and a tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Glock 18C. Note large cut-out in the slide for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C==&lt;br /&gt;
The [[Glock 22|Glock 22C]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds (actually 15 in real life or 17 with the +2 base-plate shown in-game) and can be modified in most of the same ways as the Glock 18C. It has a unique red fiber-optic front sight, a flared magazine well, and an OD green frame. The Custom becomes a Glock 35 if equipped with the &amp;quot;Long Slide&amp;quot; modification. This is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the the Custom Glock 22C. Note the slide cut-outs for the ported barrel, denoting this as a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Custom Glock 22C.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
On the seventh day of the Crimefest release parade (October 22nd 2014), ''[[John Wick]]'' himself jumped aboard and brought his trusted [[Glock 26]] along for the ride. Called the '''Chimano Compact''', it tries to fill the same &amp;quot;high-capacity 9x19mm&amp;quot; role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the &amp;quot;high-capacity&amp;quot; bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was devised at an in-house &amp;quot;Chimano Custom Shop&amp;quot; instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.]]&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot; and is automatically unlocked for purchase by joining the Payday 2 Official Steam Group. It is decently powerful and uses a 13-round magazine (one more than in real life). It is one of seven pistols that can be dual-wielded (along with all variants below). It is incorrectly shown fitted with a Heckler &amp;amp; Koch &amp;quot;Jet-Funnel&amp;quot; mag-well extension and extended magazines that were only designed for and fit the 9mm and .40 S&amp;amp;W versions of the USP. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 1.jpg|thumb|none|600px|note &amp;quot;Jet-Funnel&amp;quot; mag-well extension]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- holding.jpg|thumb|none|600px|The player holds the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- aim.jpg|thumb|none|600px|The player aims the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the USP45 Tactical.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP45 Tactical.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP45 Tactical.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch USP Expert===&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Expert|Heckler &amp;amp; Koch USP Expert]] is used if the USP Tactical is equipped with the &amp;quot;Expert Slide&amp;quot; modification. &lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The &amp;quot;Jet-Funnel&amp;quot; mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- holding.jpg|thumb|none|600px|The player holds the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- aim.jpg|thumb|none|600px|The player aims the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the USP Expert.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP Expert.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP Expert.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch USP Match===&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Match|Heckler &amp;amp; Koch USP Match]] is used if the USP Tactical is equipped with the &amp;quot;Match Slide&amp;quot; modification. This noticeably changes the color of the USP's slide and darkens the frame slightly&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- holding.jpg|thumb|none|600px|The player holds the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- aim.jpg|thumb|none|600px|The player aims the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- mele.jpg|thumb|none|600px|Stock attack of the the USP Match.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the USP Match.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the USP Match.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the LEO pistol as part of the Butcher DLC along with the VHS-D2 rifle. Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel -.45 ACP]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Pistol whipping with the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] appears under its popular nickname of &amp;quot;Deagle&amp;quot; and is unlocked at reputation level 36. It is exceptionally powerful and holds an incorrect 10 rounds in its magazine instead of the proper 7. It is one of the seven pistols that can be dual-wielded&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- holding.jpg|thumb|none|600px|The player holds the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- aim.jpg|thumb|none|600px|The player aims the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Desert Eagle.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Desert Eagle.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Desert Eagle.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Desert Eagle.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds Akimbo Desert Eagles.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Akimbo Desert Eagles.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds and operates in strange ways uncharacteristic of the real TEC-9. &lt;br /&gt;
&lt;br /&gt;
The in-game weapon fires from a closed bolt, meaning that it was based on the US-import KG-9 model which was a forced redesign by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully automatic. This also suggest that the Blaster was based partly on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- holding.jpg|thumb|none|600px|The player holds the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- aim.jpg|thumb|none|600px|The player aims the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the TEC-9. Note the closed bolt which is '''not''' a native feature of the baseline TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the TEC-9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Intratec TEC-9.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Intratec TEC-9.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec AB-10===&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- holding.jpg|thumb|none|600px|The player holds the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- aim.jpg|thumb|none|600px|The player aims the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the AB-10.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Intratec AB-10.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Intratec AB-10.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Pistol whipping with the Mauser C96.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96. Not the barrel of the DL-44 Heavy Blaster Pistol from [[Star Wars]].]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid===&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot;.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mauser C96 carbine.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- holding.jpg|thumb|none|600px|The player holds the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- aim.jpg|thumb|none|600px|The player aims the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the P226.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the P226. It had a more dramatic dump of the magazine originally, but the animation was toned down after an update.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the P226.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|A frame of the new reloading animation of a P226 with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot; and is part of the Butcher's Western Pack DLC. By default it is the 7.5&amp;quot; &amp;quot;Cavalry&amp;quot; model, but the &amp;quot;Shootout Barrel&amp;quot; and &amp;quot;Precision Barrel&amp;quot; modifications turn it into the 5.5&amp;quot; &amp;quot;Artillery&amp;quot; and 12&amp;quot; &amp;quot;Buntline Special&amp;quot; models respectively. When firing the weapon, the player character will fan the hammer. The Single Action Army cannot be modified with other modifications, limited only to the two barrels stated above, a stock, and a pistol grip modification.&lt;br /&gt;
&lt;br /&gt;
The in-game revolver operates in strange and bizarre ways not seen on the real Single Action Army. The weapon is absurdly powerful for an antique revolver of this caliber, massively dwarfing the Bronco .44 and Deagle in stopping power despite both of them faring the other way around in reality. The extractor rod on the Peacemaker is also never used to remove spent cartridges, the player character simply opens the loading gate and puts in fresh rounds, the fired casings falling out on their own.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|350px|thumb|none|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model. - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00006.jpg|600px|thumb|none|Right side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00007.jpg|600px|thumb|none|Left side of the 7.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00027.jpg|600px|thumb|none|Drawing the Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00029.jpg|600px|thumb|none|&amp;quot;Cavalry&amp;quot; Single Action Army in idle]]&lt;br /&gt;
[[File:2015-05-07 00031.jpg|600px|thumb|none|Iron sights]]&lt;br /&gt;
[[File:2015-05-07 00033.jpg|600px|thumb|none|Opening the loading gate]]&lt;br /&gt;
[[File:2015-05-07 00036.jpg|600px|thumb|none|Loading a round in, note how the player character never seem to remove the spent cartridges with the extractor rod, they just pop out of the chamber on their own and fresh bullets are then loaded. Also note the hammer in fully cocked a.k.a. &amp;quot;ready-to-fire&amp;quot; position, which is not a very safe thing considering the activity in question.]]&lt;br /&gt;
[[File:2015-05-07 00038.jpg|600px|thumb|none|Snapping the loading gate closed, yeah I winced too.]]&lt;br /&gt;
[[File:2015-05-07 00054.jpg|600px|thumb|none|Pistol whipping with the Single Action Army]]&lt;br /&gt;
[[File:2015-05-09 00030.jpg|600px|thumb|none|A Modified &amp;quot;Cavalry&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|350px|thumb|none|Single Action Army with 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips - .45 Long Colt]]&lt;br /&gt;
[[File:PAYDAY2SingleActionArmyArtilleryPreview.jpeg|600px|thumb|none|Right side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00010.jpg|600px|thumb|none|Left side of the 5.5&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00057.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00058.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00024.jpg|600px|thumb|none|A Modified &amp;quot;Artillery&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:2015-05-08 00011.jpg|600px|thumb|none|Right side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-08 00012.jpg|600px|thumb|none|Left side of the 12&amp;quot; Single Action Army]]&lt;br /&gt;
[[File:2015-05-07 00066.jpg|600px|thumb|none|Idle]]&lt;br /&gt;
[[File:2015-05-07 00067.jpg|600px|thumb|none|Reloading]]&lt;br /&gt;
[[File:2015-05-09 00023.jpg|600px|thumb|none|A Modified &amp;quot;Buntline Special&amp;quot; Single Action Army]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine instead of 7 or 8 as in reality, it's Extended Mag modification gives it the model of a Kimber 10-round magazine but it holds 16 rounds. It is one of the seven pistols that can be dual-wielded. It is also seen in the background in several menus.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- holding.jpg|thumb|none|600px|The player holds the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- aim.jpg|thumb|none|600px|The player aims the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Lightweight Operator.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Springfield Armory 1911 Lightweight Operator.]]&lt;br /&gt;
'''Springfield Armory 1911 Lightweight Operator Akimbo'''&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the Akimbo Lightweight Operators.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Akimbo Lightweight Operators.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Akimbo Lightweight Operators.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of Update 13, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. The hammer is always shown cocked after every shot despite none of the characters ever cocking the hammer.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player somehow reloads all six rounds at the same time without using a speed-loader.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus Raging Bull.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus Raging Bull.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously power, even more so than most of the 12 gauge shotguns, despite it's .410 chambering. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|Note that the shells are too long and clip through the front of the gun.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims the Taurus 4510PLYFS. The hole on the hammer is in fact the keyhole of Taurus' patented Revolver Security System.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Taurus 4510PLYFS.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Taurus 4510PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds instead of 6 (.380 ACP) or 7 (.32 ACP) rounds. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PPK.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Walther PPK.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
Modifying a Walther PPK with the &amp;quot;Long Slide&amp;quot; turns it into a [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]].&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims the Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads Walther PP.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Pistol whipping with the Walther PP.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|A Walther PP with red dot sight and suppressor.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|A Walther PP with red dot sight, tactical light, and IPSC compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M==&lt;br /&gt;
The [[Mateba Autorevolver|Mateba 2006M]] was added into the game with the Alesso Heist DLC. It's called &amp;quot;Matever .357&amp;quot; in game, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell Stand Alone Complex]].  It's chambered in .357 Magnum and holds a correct 6 rounds.&lt;br /&gt;
[[File:Mateba 2006.jpg|thumb|360px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Mateba 2006M PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mateba 2006M ingame PD2.jpg|thumb|none|600px|The Player holding the Mateba 2006M]]&lt;br /&gt;
[[File:Mateba 2006M reload PD2.jpg|thumb|none|600px|Reloading the Mateba. Notice the unusual cylinder placement of the 2006M]]&lt;br /&gt;
&lt;br /&gt;
==IWI Jericho 941 RPL==&lt;br /&gt;
The [[Jericho 941|IWI Jericho 941 RPL]] was be added in the Point Break heists DLC. It's called &amp;quot;Baby Deagle&amp;quot; in game, referencing Magnum Research marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;. Additionally, the Desert Eagle is called &amp;quot;Deagle&amp;quot; in Payday 2. The weapon has the ejection port marked as 9x19 (9 Parabellum), however it has a magazine capacity of 12 rounds, indicating a .40 caliber variant. The standard 9mm variant has a capacity of 15 rounds. Additionally, the Jericho has the silver guide rod of the 941's chambered in .41 AE, if the intention was to have the Jericho chambered in that caliber, it would explain its whooping 150 damage per shot, very close to the Desert Eagle in game. &lt;br /&gt;
The RPL can be modified with the &amp;quot;Spike kit&amp;quot; which makes it resemble the older steel framed [[Jericho 941]], on top of that it can be modified with the &amp;quot;Spike grip&amp;quot; which gives it a very similar appearance as the Jericho 941 R used by Spike Spiegel in [[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]&lt;br /&gt;
[[file:Jericho 941 RPL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame)- 9x19mm]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A Non-firing replica of Spike Spiegel's Jericho 941 by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|The Jericho 941 RPL seen in the Point Break heist trailer, note the threaded extended barrel. It is notably a model with a decocker lever, the character is shown decocking the pistol before holstering it in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bohdi (that's right) about to flick the decocker.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his 941 in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The 941 modified to look like the Jericho 941 F with the &amp;quot;Spike kit&amp;quot;]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc1.2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike grip&amp;quot; to the former will make it look like Spike Spiegel's 941 R from Cowboy bebop. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Jericho 941 F misc2.2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr_TMP#Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]] appears as the &amp;quot;CMP&amp;quot; and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title ''Perfect Dark''. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the grip. The &amp;quot;Solid Stock&amp;quot; comes standard in the MP9N-A4 model, the 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and incorrectly holds 40 rounds in the magazine instead of 36, though it is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC. The in-game weapon is based on the military version of the M/45, as evident by the lack of a fire selector.&lt;br /&gt;
&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Carl Gustav M/45.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Carl Gustav M/45.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds a correct 32 rounds and has a after-market vertical foregrip.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Melee attack of the Cobray M11/9.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the Cobray M11/9.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:P90 PD2 modified left.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
[[file:P90 PD2 modified right.jpg|thumb|none|600px|Modded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|The  GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and starts out as an MP5A4 but can be changed, via the combination of different mods, into a MP5A5, MP5/10, MP5SD5, MP5SD6, or MP5KA4. The Cloaker enemy has a MP5/40 with various mods that only they can use, as of update 61 however, it's possible to use the MP5 with 10mm ammo. The actual weapon is not converted into a MP5/10 however, as it lacks the bolt release and the magazines aren't proprietary HK mags.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm.]]&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm.]]&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[File:MP5A4 PD2 left.jpg|thumb|none|600px|MP5A4.]]&lt;br /&gt;
[[File:MP5A4 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A5 PD2 left.jpg|thumb|none|600px|MP5A5.]]&lt;br /&gt;
[[File:MP5.10 PD2 left.jpg|thumb|none|600px|MP5/10.]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|The unique MP5/40 wielded by the Cloaker enemy. Didn't help him much...]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5SD5 PD2 left.jpg|thumb|none|600px|MP5SD5.]]&lt;br /&gt;
[[File:MP5SD6 PD2 left.jpg|thumb|none|600px|MP5SD6.]]&lt;br /&gt;
[[File:MP5KA4 PD2 left.jpg|thumb|none|600px|MP5KA4.]]&lt;br /&gt;
[[file:MP5A4 PD2 idle.jpg|thumb|none|600px|Holding the MP5A4.]]&lt;br /&gt;
[[file:MP5A5 PD2 Iron sights.jpg|thumb|none|600px|Iron sights of the MP5A5.]]&lt;br /&gt;
[[file:MP5SD6 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
[[file:MP5.10 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5/10.]]&lt;br /&gt;
[[file:MP5KA4 PD2 reloading.jpg|thumb|none|600px|Reloading the MP5KA4. Instead of slapping the bolt it's instead gently pushed down.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec-Ops SMG&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default and the Extended Mag mod gives it a 40-round magazine that only holds 32 rounds.&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MP7A2.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the the MP7A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2. The player has to pay up in order to extend the stock for some strange reason.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Heckler &amp;amp; Koch MP7A2.]]&lt;br /&gt;
[[file:PD2 MP7A2 reload.jpg|thumb|none|600px|Reloading the MP7A2 with several mods, including it's unique suppressor, extended magazine, laser, and Trijicon sight. The animation has surprisingly remained unchanged unlike most other weapons.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds instead of 32 and comes equipped with the distinctive &amp;quot;K&amp;quot; foregrip by default.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Melee attack of the the Uzi.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the IMI Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the Yakuza Character Pack.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Reloading. Note how there is no bullet in the chamber.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
[[File:Micro Uzi PD2 right modified.jpg|thumb|none|600px|Modified.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]], a cheap Double Eagle airsoft one at that, and is unlocked at reputation level 2. It holds an incorrect magazine size of 40 rounds in a short 16-round magazine.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MAC-11.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Ingram MAC-11. This is its stock magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine clamped to the side of the one in the gun, somehow it feeds from both at the same time.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Melee attack of the Vz.61 Skorpion.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Vz.61 Skorpion. Note the clamped together magazines of the &amp;quot;Extended Magazine&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L2A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L2A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the Sterling L2A1. Note the foregrip based on the E-11 Blasters from [[Star Wars]].]]&lt;br /&gt;
&lt;br /&gt;
===Sterling L34A1===&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Suppressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to 30, closer to the correct 34. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|400px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Sterling L34A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Sterling L34A1.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Thompson M1928. Note how the charging handle isn't locked back when the reload is started, which in reality would make the &amp;quot;L&amp;quot; drum unable to be removed.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Thompson M1928.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Thompson M1928.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Kross Vertex&amp;quot; in-game. It can be modified with a long barrel to make it resemble the Vector CRB, which is the civilian semi-auto only variant. The weapon also has its own unique suppressor. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP.]]&lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the actual bolt release isn't pressed, instead the surface underneath is.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines / Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] family appears as the '''AK5''', all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5B]]. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Cesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;. Decorated here with a yellow laser module and a fancy polymer magazine.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN_FNC#FN_FNC|FN Herstal FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the FN Ak's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up ironsights by default. It is frequently used by law enforcers and holds 30 rounds, without any magazine modifications. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a different location for mounting a laser pointer. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- holding.jpg|thumb|none|600px|The player holds the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- aim.jpg|thumb|none|600px|The player aims the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the M4A1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the M4A1.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the M4A1.]]&lt;br /&gt;
===Z-M LR 300ML===&lt;br /&gt;
The CAR-4 fitted with the &amp;quot;Aftermarket Special&amp;quot; handguard, &amp;quot;Folding Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; closely impersonates the [[Z-M LR 300|Z-M LR 300ML]], though not completely as the pistol grip remains the M4A1's, the handguard is not a perfect copy, and it still lacks the LR 300's gas block.&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:2015-04-23 00019.jpg|thumb|none|600px|In-game preview of the &amp;quot;Z-M LR 300ML&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|Colt M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 1.jpg|thumb|none|600px|Standard M16A4 with 30-round &amp;quot;Mil-Spec&amp;quot; magazine (though it holds 38 rounds) and the &amp;quot;Long Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- holding.jpg|thumb|none|600px|The player holds the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- aim.jpg|thumb|none|600px|The player aims the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- mele.jpg|thumb|none|600px|Melee attack of the M16A4.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Colt M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Its damage output is outright miserable compared to every other long arm and little can be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its dismal damage puts the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a Grippod vertical grip.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Melee attack of the L85A2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|I]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Melee attack of the FAMAS F1.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped on the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; was called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like the FAMAS F1, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the FAMAS G1.]]&lt;br /&gt;
&lt;br /&gt;
==FN  FAL==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops. It notably has a DSA railed upper-receiver.  &lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FalconRifle1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_fal_2.jpg|thumb|none|600px|Note the DSA upper-receiver.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:FalconRifle2.jpg|thumb|none|600px|Modified Version of the FN FAL.]]&lt;br /&gt;
[[File:FalconRifle3.jpg|thumb|none|600px|Modified Version of the FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] with the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Version of the FN FAL modified into a DSA SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Romat===&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL rear sight, DSA upper-receiver, and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Reloading. For some reason the charging handle doesn't lock back, so instead it's pulled to chamber a new round. In the original animation the bolt release was used instead.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator. Note that the rail extension is for an AR-15 and not the SCAR platform.]]&lt;br /&gt;
[[File:SCAR-H PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds and has a long reload time, it can be made into a [[PSG-1]] with the correct parts.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_g3_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_g3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] makes an appearance as the 'JP36', unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy and a deep 180 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this JP is a KV. The proportions are a little off and the barrel is a different length, hinting that it might've been modeled from an airsoft cousin.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination folding-collapsing H&amp;amp;K stock, the fake vent holes on the foregrip texture and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
&lt;br /&gt;
===H&amp;amp;K G36C===&lt;br /&gt;
Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|G36C]].&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the Dragan Character Pack DLC, much like the L85A2 was part of Clover's DLC. It is known internally as the &amp;quot;Lion's Roar&amp;quot;, has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads the VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Melee attack of the VHS-D2.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the HS Produkt VHS-D2.]]&lt;br /&gt;
===HS Produkt VHS-K2===&lt;br /&gt;
The Lion's Roar becomes the HS Produkt VHS-K2 when equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds instead of 25, a higher than real life ROF, and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil MAR/Galil 7.62 Hybrid===&lt;br /&gt;
A [[Galil#Galil MAR|IMI Galil MAR/Galil 7.62 Hybrid]] is created if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===IMI Galil Sniper Rifle===&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like the Galil ARM, It still incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the &amp;quot;AK.762&amp;quot; and is unlocked at reputation level 16. Holds 30 rounds and less total ammunition than the AKS-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|Izhmash AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS holding.jpg|thumb|none|600px|The player holds the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS aim.jpg|thumb|none|600px|The player aims the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS reloading 1.jpg|thumb|none|600px|The player reloads the AKMS.]]&lt;br /&gt;
[[file:Payday2IzhmashAKMSreloading2.jpg|thumb|none|600px|The player reloads the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS mele.jpg|thumb|none|600px|Melee attack of the AKMS.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 1.jpg|thumb|none|600px|Modified Version of the AKMS.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 2.jpg|thumb|none|600px|Modified Version of the AKMS.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other two Kalashnikov rifles.&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|Izhmash AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU holding.jpg|thumb|none|600px|The player holds the AKMSU.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU aim.jpg|thumb|none|600px|The player aims the AKMSU.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 1.jpg|thumb|none|600px|The player reloads the AKMSU in an earlier development of the game.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 2.jpg|thumb|none|600px|The player charges the AKMSU, again in the previous build.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU mele.jpg|thumb|none|600px|Melee attack of the AKMSU.]]&lt;br /&gt;
[[file:PD2 AKMSU.jpg|thumb|none|600px|Customized AKMSU with several DLC attachments. It could be interpreted as a 74U with the gently sloped 60 round quad stacked magazine.]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Reloading the carbine with the extended magazine.]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|Performing a new rack of the bolt, note Chain's wrist clips the Aimpoint sight that was impersonating a Russian PK series optic.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It appears simply as the &amp;quot;AK Rifle&amp;quot; and holds 30 rounds. It can become a regular [[AK-74]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|500px|Izhmash AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 holding.jpg|thumb|none|600px|The player holds the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 aim.jpg|thumb|none|600px|The player aims the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 1.jpg|thumb|none|600px|The player reloads the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 2.jpg|thumb|none|600px|The player reloads the AKS-74.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 mele.jpg|thumb|none|600px|Melee attack of the AKS-74.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 1.jpg|thumb|none|600px|Modified Version of the AKS-74.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 2.jpg|thumb|none|600px|Modified Version of the AKS-74.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec Sub 2000==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the Sub 2000 appears as the ''Cavity 9mm''. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses.&lt;br /&gt;
[[file:KTSUB2000.jpg|thumb|none|500px|Kel-Tec SUB 2000 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip1.jpg|thumb|none|600px|Flipping open the Sub 2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2_SUB-2000_mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
&lt;br /&gt;
===Sub 2000 Gen 2===&lt;br /&gt;
Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model.&lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen2 shape. It seems to be an interpretation of a Red Lion Precision rail combo, but instead of concealing the suppressor inside the rails, a short rail was used as a base for an enormous mystery suppressor.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the Sub 2000, viewed against a distant mercenary's upper body. The ring sight doesn't really work in games, either.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[M16_rifle_series#Olympic_Arms_K23B|OA K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[M16_rifle_series#CQB-R / Mk. 18 Mod 0|Mk. 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reload like this (As of update 65, the AMR-16 has received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remains the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AIMR.jpg|thumb|none|600px|A presumable AIMR heavily dressed in new furniture with a nice PBS-1 suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note the empty, translucent magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note that the magazine is not only full but also has the appropriated amount of ammo in it!]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Reloading. Hitting the bolt release.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SIG 552-2 PD2 modified left.jpg|thumb|none|600px|Modified version. Notice the railed handguard.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 modified right.jpg|thumb|none|600px|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M14==&lt;br /&gt;
A [[M14|Springfield Armory M14]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|Springfield Armory M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO. A real Mk 14 has a 18&amp;quot; barrel as opposed to the 16&amp;quot; one in-game.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading1.jpg|thumb|none|600px|Reloading. Here the weapon has been modified with a SAGE EBR Chassis to resemble a Mk 14 Mod 0 EBR.]]&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 reloading2.jpg|thumb|none|600px|Reloading. Payday 2 could be one of the first games where the bolt release is used to chamber a new round on an M14-type rifle instead of giving the charging handle a pull.]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:Springfield M1A SOPMOD PD2 right.jpg|thumb|none|600px|Modified Version of the M14 DMR in a SAGE EBR Chassis.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the M14 DMR in a JAE 100 G3 stock.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3. Oddly, instead of its build-in folding foregrip it has a section of rail added to the hinge and an aftermarket vertical grip attached to said rail.&lt;br /&gt;
&lt;br /&gt;
Upon launch, the rifle can be seen using a Magpul PMAG, which suggests it was not based entirely on an authentic AUG. After the animation update, however, it gains the AUG's proprietary magazine.&lt;br /&gt;
As of update 61,the Raptor polymer body was added as a mod for the weapon, this mod will give the weapon the appearance of the Thales F90.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 is a future replacement for the Australian F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:AUG A2 PD2 modified left.jpg|thumb|none|600px|Modified Version. Here the weapon has been modified with the Raptor polymer body, making the weapon resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
[[file:AUG A2 PD2 modified right.jpg|thumb|none|600px|Modified Version.]]&lt;br /&gt;
&lt;br /&gt;
==TsNIITochMash AS Val==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It can be modified into the [[VSS Vintorez]] if the &amp;quot;Solid Stock&amp;quot; is applied.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:AS val rightside PD2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:AS Val PD2 reloading1.jpg|thumb|none|600px|Reloading the AS Val. Note the bullets in the magazine]]&lt;br /&gt;
[[File:AS Val PD2 reloding2.jpg|thumb|none|600px|Reloading. Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells in the tube by default (as opposed to its real life counterpart's 7).&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Melee attack of the Benelli M4.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Tactical===&lt;br /&gt;
The Benelli M4 Tactical is used if the M1014 is equipped with the &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|500px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA===&lt;br /&gt;
The Benelli M4 NFA is used when the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot;.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 NFA Tactical===&lt;br /&gt;
The Benelli M4 NFA Tactical is used if the M1014 is equipped with the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot;&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta S3/CZ Redhead Deluxe Hybrid ==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced with the Bonnie Character Update in March 13th appears to be a hybrid of the Beretta S3 O/U and CZ Redhead Deluxe O/U. Named the &amp;quot;Joceline O/U 12G&amp;quot; in-game.&lt;br /&gt;
[[File:Beretta Side Lock Model S3.jpg|thumb|none|500px|Beretta S3 O/U - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading1.jpg|thumb|none|600px|Reloading. Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading. Note the unstuck primers.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Reloading. Two shells, one hand.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified left.jpg|thumb|none|600px|Modified version. The barrels has been sawed-off...]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 modified right.jpg|thumb|none|600px|..and a fancy shell holder has been put on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. It has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Double Barreled Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Melee attack of the Double Barreled Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the Double Barreled Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-Off Double Barreled Shotgun===&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the [[The_Wire_-_Season_1#Unknown_Double_Barrel_Shotgun|&amp;quot;Gangsta Special&amp;quot;]] saws off the stock.&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads the Sawn-Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Melee attack of the Sawn-Off Shotgun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Sawn-Off Shotgun with stock untouched.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is called the &amp;quot;Predator 12G&amp;quot;. It correctly fires in semi auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds an incorrect 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga 12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga 12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not based on an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKMS top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga 12 style front trunion (lacking the corresponding rivets however). It is called the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga uniquely has an unobtainable solid stock, and before it was removed in a patch, a drum magazine.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Izhmash Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K holding.jpg|thumb|none|600px|The player holds the Saiga 12K.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K aim.jpg|thumb|none|600px|The player aims the Saiga 12K.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 1.jpg|thumb|none|600px|The player reloads the Saiga 12K in the older version of the game.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 2.jpg|thumb|none|600px|The player reloads the Saiga 12K, formerly with an overhand technique.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K mele.jpg|thumb|none|600px|Melee attack of the Saiga 12K.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga in more recent versions of the game, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard keeping the optic stable.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack was an [[AA-12|MPS AA-12 CQB]] as evident by its short barrel, known internally as the &amp;quot;Steakout 12G&amp;quot;. Comes default with a 8-round box magazine and an entirely fictional semi/auto selective fire capability as all extant AA-12 models are capable of fully automatic fire only. Its in-game rate of fire of 300 matches that of the real weapon.&lt;br /&gt;
Optional enhancements includes a 20-round drum, a long barrel, and custom integral suppressor. When any optics are mounted it gains a railed mount with a useless shell rack on the left side, replacing the whole rear sight.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|The MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00009.jpg|thumb|none|600px|In-game preview of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00010.jpg|thumb|none|600px|Player holding the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00011.jpg|thumb|none|600px|Stock ironsights of the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00013.jpg|thumb|none|600px|Player reloading the AA-12 CQB.]]&lt;br /&gt;
[[File:2015-04-22 00023.jpg|thumb|none|600px|Melee attack of the AA-12 CQB.]]&lt;br /&gt;
&lt;br /&gt;
===MPS AA-12===&lt;br /&gt;
The &amp;quot;Steakout 12G&amp;quot; becomes a regular AA-12 when fitted with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:2015-04-22 00018.jpg|thumb|none|600px|In-game preview of the the now regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]] is called the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami gangsters, and the basic green Bulldozer.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Remington 870 holding.jpg|thumb|none|600px|The player holds the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 aim.jpg|thumb|none|600px|The player aims the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 1.jpg|thumb|none|600px|The player reloads the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 2.jpg|thumb|none|600px|The player reloads the Remington 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 mele.jpg|thumb|none|600px|Melee attack of the Remington 870.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 1.jpg|thumb|none|600px|Modified Version of the Remington Model 870 Field Gun.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 2.jpg|thumb|none|600px|Modified Version of the Remington Model 870 Field Gun.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at reputation level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib and Hogue Tamer pistol grip - 12 gauge]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip holding.jpg|thumb|none|600px|The player holds the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip aim.jpg|thumb|none|600px|The player aims the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 1.jpg|thumb|none|600px|The player reloads the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 2.jpg|thumb|none|600px|The player reloads the Short-Barreled 870.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip mele.jpg|thumb|none|600px|Melee attack of the Short-Barreled 870.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 1.jpg|thumb|none|600px|Modified Version of the Short-Barreled Remington Model 870.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 2.jpg|thumb|none|600px|Modified Version of the Short-Barreled Remington Model 870.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12==&lt;br /&gt;
The humble fixed-drum [[Armsel Striker and variants#Examples of the Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. In Overkill's usual fashion, it's a mix of all of the different versions mooshed together in a highly educated, equal measure. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|Cobray Street Sweeper - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from Modern Warfare 3.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance level of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive integral suppressor to further drive the gun into fantasy land.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gage Weapon Pack #02&amp;quot; downloadable content pack introduced three light machine guns to the players' arsenal. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and The &amp;quot;Crimefest 2015&amp;quot; introduced the Ksp 58. The weapons can only be hip-fired and are very inaccurate. The bipods cannot be unfolded without the Lion Bipod attachment, introduced during CrimeFest 2015, which greatly stabilizes the weapon but immobilizes the player and restricts its field of fire to a roughly ninety-degree arc.&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|FN M249 SAW Paratrooper version with 200-round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:SAWingame.jpg|thumb|none|600px|In-game.]]&lt;br /&gt;
&lt;br /&gt;
===FN M249-E2 SAW===&lt;br /&gt;
The &amp;quot;Soild Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; attachments can make a M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo drum - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===FN Mk 46 Mod 0===&lt;br /&gt;
The &amp;quot;Railed Foregrip&amp;quot; and &amp;quot;Soild Stock&amp;quot; attachments can make a M249 Para that resembles the [[FN_Minimi#Mk 46 Mod 0|Mk 46 Mod 0]], though the M249 keeps its STANAG mag well.&lt;br /&gt;
[[file:Mk46.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN M240==&lt;br /&gt;
Although it's called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;Crimefest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|Carl Gustaf Ksp 58 B  - 7.62x51mm NATO. For comparison]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The &amp;quot;Ksp 58&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon simply zooms in the perspective like this. This is the case for all Machine guns.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new ammo box.]]&lt;br /&gt;
[[File:PD2 M240 modified left.jpg|thumb|600px|none|Modified version with &amp;quot;Short Barrel&amp;quot;, bipod, and &amp;quot;Plastic Stock&amp;quot;.]]&lt;br /&gt;
[[File:PD2 M240 modified right.jpg|thumb|600px|none|Modified version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. The weapon features the rear sight encountered on the MP5 sub machine gun, rather than the one usually manufactured. Also the weapon lacks a bipod but has a side vertical grip instead. &lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- holding.jpg|thumb|none|600px|The player holds the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- aim.jpg|thumb|none|600px|The player aims the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- mele.jpg|thumb|none|600px|Melee attack of the HK21E.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 1.jpg|thumb|none|600px|Modified version of the Heckler &amp;amp; Koch HK21E.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 2.jpg|thumb|none|600px|Modified version of the Heckler &amp;amp; Koch HK21E.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- holding.jpg|thumb|none|600px|The player holds the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- aim.jpg|thumb|none|600px|The player aims the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- mele.jpg|thumb|none|600px|Melee attack of the RPK.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 1.jpg|thumb|none|600px|Modified version of the RPK.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 2.jpg|thumb|none|600px|Modified version of the RPK.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42#MG42|MG42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It incorrectly holds 150 rounds in a 75-round drum magazine and has the highest rate of fire of the LMGs.&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|500px|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Melee attack of the MG42.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified version of the MG42.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified version of the MG42 with a barrel based on the DLT-19 Heavy Blaster Rifle from [[Star Wars]], with was actually made from a [[MG34]].]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. An &amp;quot;*&amp;quot; means it is a modified weapon using a &amp;quot;DMR Kit&amp;quot; and is not under the game's definition of a Sniper Rifle. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to all members of the Payday 2 community. &lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it is the strongest weapon in the entire game upon its release, and the second most powerful one so far, having an astounding damage stat of '''2880''', second only to the RPG-7 included with the OVERKILL Pack, which deals a solid 10000 damage per shot.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:Payday_2_Thanatos_right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday_2_Thanatos_Left.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default polymer or optional wooden body. It uses a 6 round magazine (one more than the real thing). &lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Standard body.]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:R93 PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:R93 PD2 reloading1.jpg|thumb|none|600px|Reloading. How the top most bullet stays in place is a mystery.]]&lt;br /&gt;
[[File:R93 PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is in and a round is chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1*==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] becomes a [[Heckler &amp;amp; Koch PSG-1]] when the &amp;quot;DMR Kit&amp;quot; (giving it a long heavy barrel and a 10-round magazine), &amp;quot;Precision Barrel&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and &amp;quot;Precision Stock&amp;quot; are added, though it still retains the G3A3's ironsights.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PAYDAY2 PSG-1 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PAYDAY2 PSG-1 left.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the other three sniper rifles of the game, it can use ironsights.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- mele.jpg|thumb|none|600px|Melee attack of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M1907 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M38 Carbine===&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M38 Carbine]] is seen when the Mosin-Nagant is modified with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30===&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M91/30]] is seen when the &amp;quot;Mosin-Nagant&amp;quot; is modified with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M91/30.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the Mosin Nagant M91/30.]]&lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default and non-standard wooden body or the optional and proper aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|500px|Remington MSR - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body.]]&lt;br /&gt;
[[File:Remington MSR PD2 boltcycle.jpg|thumb|none|600px|Cycling the bolt. Here the weapon has been modified with its own unique suppressor. The Suppressor is actually based of the MSR's real world equivalent]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine. Note the backup iron sights.]]&lt;br /&gt;
[[File:Remington MSR PD2 reloading2.jpg|thumb|none|600px|Reloading. The new magazine is inserted and the bolt is cycled to chamber the round. Notice the actual bullet in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added with the Gage Ninja Pack DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot;. The actual WA 2000 is chambered in .300 Winchester or 7.5x55mm Swiss, so the .308 in the name wrongly suggest the weapon is chambered in .308. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:WA2000 PD2 rightside.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:WA2000 PD2 idle.jpg|thumb|none|600px|The WA 2000 in game.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[File:WA2000 PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant it can use, and starts out with, iron sights. It can be modified with a long barrel, suppressed barrel, and a unique magnified scope. However, it can not be customized with modern modifications like lasers and sights besides the one unique to it.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:2015-05-08 00013.jpg|thumb|none|600px|Right side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-08 00014.jpg|thumb|none|600px|Left side of the Winchester Model 1873.]]&lt;br /&gt;
[[File:2015-05-07 00059.jpg|thumb|none|600px|The Winchester Model 1873 in-game.]]&lt;br /&gt;
[[File:2015-05-07 00061.jpg|thumb|none|600px|Iron-sights.]]&lt;br /&gt;
[[File:2015-05-07 00062.jpg|thumb|none|600px|Loading a round in.]]&lt;br /&gt;
[[File:2015-05-07 00063.jpg|thumb|none|600px|Cocking the lever.]]&lt;br /&gt;
[[File:2015-05-07 00065.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
[[File:2015-05-09 00031.jpg|thumb|none|600px|A modified Winchester Model 1873]]&lt;br /&gt;
[[File:2015-05-09 00032.jpg|thumb|none|600px|Another modified Winchester Model 1873]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] was added along for free with the character Bodhi from the upcoming [http://www.imfdb.org/wiki/Point_Break_%282015%29 Point Break remake]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty!]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
Unlike the original Payday, the [[M79 Grenade Launcher]] was not included at release, but was added in the Gage Assault Pack. Known as the &amp;quot;GL40&amp;quot; in game, it holds a single grenade in the chamber and the player can carry a maximum of 6 shots at once. Like the M67 it has friendly fire and can easily kill civilians unintentionally. Like its previous incarnation, grenades fired by the M79 in Payday 2 does not have a minimum arming range, and can detonate immediately upon being shot if the player is facing an obstacle.&lt;br /&gt;
The front leaf sight on the M79 model acts as an in-built gadget, and pressing the enable gadget key (default &amp;quot;G&amp;quot;), allows the player to fire grenades at a much higher arc than usual.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|M79 Grenade Launcher, called the GL40 in game.]]&lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the sight flipped up using the same nameless force as with the one in Far Cry 4.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
Added with the release of The Butcher's BBQ Pack DLC was a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]], known internally as the &amp;quot;Piglet&amp;quot; grenade launcher. It has similar damage per shot to the M79 but boasts a wider range of modifications and much larger ammo pool.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:M32.jpg|thumb|none|600px|In-game preview of the Milkor MGL Mk 1L, or &amp;quot;Piglet&amp;quot; as it is called in-universe.]]&lt;br /&gt;
[[Image:2015-04-22 00001.jpg|thumb|none|600px|Player holding the Milkor MGL Mk 1L in-game.]]&lt;br /&gt;
[[Image:2015-04-22 00002.jpg|thumb|none|600px|Stock &amp;quot;ironsights&amp;quot; of the Milkor MGL Mk 1L.]]&lt;br /&gt;
[[Image:2015-04-22 00003.jpg|thumb|none|600px|Player reloading the Milkor MGL Mk 1L. This becomes the single longest reload process of the entire series should the player fire all six grenades prior to reloading, at an uncomfortably lengthy 15.25 seconds.]]&lt;br /&gt;
[[Image:2015-04-22 00008.jpg|thumb|none|600px|Melee attack of the Milkor MGL Mk 1L.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack DLC, and has the highest damage of any weapon in the game at an astounding 10000, but can only carry 4 rounds at a time. The weapon is unaffected by ammo pickups and can easily incapacitate the user and their whole team if fired recklessly&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The player holds the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|The player aims the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|The player reloads the RPG-7.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|The player cocks the hammer of the RPG-7, a nice touch not done in almost any FPS.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Stock attack of the RPG-7.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|Modified Version of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up.&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought. The same model is also used for the flash bangs that law enforcers love to use all to frequently. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|M67 hand grenade in game. Note the Overkill logo.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from Team Fortress 2. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. The weapon also appears to have no power source. &lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims the Hand Held Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Melee attack of the Hand Held Minigun.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the Hand Held M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Sentry Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=984034</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=984034"/>
		<updated>2015-12-02T05:39:39Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Haenel MKb 42(H) */ added a nice image of the full gun but pardon for the menu overlay over it, but I will update once I die and can get a better screencap in freecamera.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The Picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;M1858&amp;quot;, the revolver has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb|''&amp;quot;So, bad time to take a selfie then?&amp;quot;'' Oisten Jaegerhorn 'aims' with his dual 1858 New Army revolvers.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, and gold engravings is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;1911 Colt&amp;quot;, the pistol has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, titled as the &amp;quot;Desert Eagle&amp;quot;, it is to be released alongside the Gunslinger Perk, like the other handguns, the Desert Eagle will have the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player character &amp;quot;aims&amp;quot; with his dual Desert Eagles in-game.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only 2 Desert Eagle Mark XIX's.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 Bone Collector ==&lt;br /&gt;
&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 500|Smith &amp;amp; Wesson Model 500 Bone Collector]] with  custom wood grips is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500BoneCollector.jpg|thumb|400px|none|Smith &amp;amp; Wesson Model 500 Bone Collector - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk. It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi, while it is possible to fire the weapon in semi, the selector won't actually move when flicking beween fire-modes.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber...]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release, this reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight. Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with a NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a usable weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to an 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|501px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage than the standard pump-action and the ability to fire both barrels but has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== MPS AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible on actual AA-12's nor needed as the low rate-of-fire means it's possible to fire it in semi-auto via quick pulls of the trigger. It sports black and gray digital camouflage, a pump-shotgun-like foregrip tacked on the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, both are unusable.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds, note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed bolt weapon. This is only noticeable in third-person. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holds 5+1 shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Carbines =&lt;br /&gt;
== Enfield L85A1 ==&lt;br /&gt;
The [[L85A1]], incorrectly called called L85A2 (the charging handle is the knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the [[Enfield L85 rifle series#L22A1|L22A1]] from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A1 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A1 gets lit up from the flash of lighting, here the Magpul EMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug, note the knob shape, indicating it's an A1 not an A2.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|Izhmash AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag.]]&lt;br /&gt;
&lt;br /&gt;
== Haenel MKb 42(H) ==&lt;br /&gt;
&lt;br /&gt;
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game but is currently unusable by the player, instead MKb 42s are dual-wielded by Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his &amp;quot;Twin Vipers&amp;quot; on the players when they at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.&lt;br /&gt;
&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm]]&lt;br /&gt;
[[file:KF2-STG-44-Hans.jpg|thumb|600px|none|The tell tale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.]]&lt;br /&gt;
[[file:Better_mkb-kf2.jpg|thumb|600px|none|A MKb 42(H) on the ground after a fight with Hans Volter.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a Tango Down vertical foregrip (now in black). Unlike in the first game, the barrel is short, indicating it is the CQC model, it sports a Aimpoint CompM2 red dot sight instead of the Aimpoint CompM4s, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the left side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [http://www.imfdb.org/wiki/Apocalypse_Now#M79_grenade_launcher They're close....]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges. The back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it!&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark, wondering why someone wrote &amp;quot;Rädda oss!&amp;quot; (save us), which is swedish.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The [[General Dynamics GAU-19/A]] appears as a weapon for the upcoming Patriarch Boss, it is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance, located behind the weapon and mounted under what appears to be the weapon's power source.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the new upcoming Patriarch, The GAU-19/A is attached to his mechanical arm.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player character.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his arm-mounted GAU-19/A. While the player reconsiders if the 9mm Varmint Rifle was really appropriate.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Better_mkb-kf2.jpg&amp;diff=984033</id>
		<title>File:Better mkb-kf2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Better_mkb-kf2.jpg&amp;diff=984033"/>
		<updated>2015-12-02T05:38:00Z</updated>

		<summary type="html">&lt;p&gt;Lancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=983048</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=983048"/>
		<updated>2015-11-29T06:52:34Z</updated>

		<summary type="html">&lt;p&gt;Lancer: Grammar fix in MKb42h's image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The Picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;M1858&amp;quot;, the revolver has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb|''&amp;quot;So, bad time to take a selfie then?&amp;quot;'' Oisten Jaegerhorn 'aims' with his dual 1858 New Army revolvers.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, and gold engravings is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;1911 Colt&amp;quot;, the pistol has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, titled as the &amp;quot;Desert Eagle&amp;quot;, it is to be released alongside the Gunslinger Perk, like the other handguns, the Desert Eagle will have the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player character &amp;quot;aims&amp;quot; with his dual Desert Eagles in-game.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only 2 Desert Eagle Mark XIX's.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 Bone Collector ==&lt;br /&gt;
&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 500|Smith &amp;amp; Wesson Model 500 Bone Collector]] with  custom wood grips is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500BoneCollector.jpg|thumb|400px|none|Smith &amp;amp; Wesson Model 500 Bone Collector - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk. It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi, while it is possible to fire the weapon in semi, the selector won't actually move when flicking beween fire-modes.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber...]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release, this reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight. Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with a NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a usable weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to an 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|501px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage than the standard pump-action and the ability to fire both barrels but has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== MPS AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible on actual AA-12's nor needed as the low rate-of-fire means it's possible to fire it in semi-auto via quick pulls of the trigger. It sports black and gray digital camouflage, a pump-shotgun-like foregrip tacked on the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, both are unusable.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds, note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed bolt weapon. This is only noticeable in third-person. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holds 5+1 shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Carbines =&lt;br /&gt;
== Enfield L85A1 ==&lt;br /&gt;
The [[L85A1]], incorrectly called called L85A2 (the charging handle is the knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the [[Enfield L85 rifle series#L22A1|L22A1]] from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A1 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A1 gets lit up from the flash of lighting, here the Magpul EMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug, note the knob shape, indicating it's an A1 not an A2.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|Izhmash AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag.]]&lt;br /&gt;
&lt;br /&gt;
== Haenel MKb 42(H) ==&lt;br /&gt;
&lt;br /&gt;
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game but is currently unusable by the player, instead MKb 42s are dual-wielded by Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his &amp;quot;Twin Vipers&amp;quot; on the players when they at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.&lt;br /&gt;
&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm]]&lt;br /&gt;
[[file:KF2-STG-44-Hans.jpg|thumb|600px|none|The tell tale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a Tango Down vertical foregrip (now in black). Unlike in the first game, the barrel is short, indicating it is the CQC model, it sports a Aimpoint CompM2 red dot sight instead of the Aimpoint CompM4s, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the left side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [http://www.imfdb.org/wiki/Apocalypse_Now#M79_grenade_launcher They're close....]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges. The back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it!&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark, wondering why someone wrote &amp;quot;Rädda oss!&amp;quot; (save us), which is swedish.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The [[General Dynamics GAU-19/A]] appears as a weapon for the upcoming Patriarch Boss, it is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance, located behind the weapon and mounted under what appears to be the weapon's power source.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the new upcoming Patriarch, The GAU-19/A is attached to his mechanical arm.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player character.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his arm-mounted GAU-19/A. While the player reconsiders if the 9mm Varmint Rifle was really appropriate.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=982536</id>
		<title>Talk:Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=982536"/>
		<updated>2015-11-26T21:43:44Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Juicy news */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Exact model of Beretta 92? ==&lt;br /&gt;
&lt;br /&gt;
Gameplay video is here: http://www.youtube.com/watch?v=6LeDvDdadxQ&lt;br /&gt;
&lt;br /&gt;
Could somebody determine what Beretta is used there? Is it M9A1 like in the first game? At first I even thought that the trigger guard is rounded, indicating it's not F/FS, but then I realized that it was the flashlight that hid the guard's shape.&lt;br /&gt;
&lt;br /&gt;
The presence of the rail indicates that it's not usual 92F/FS, but it lacks checkered back strap: https://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-09_00-58-18.jpg&lt;br /&gt;
&lt;br /&gt;
UPD: probably it's 92 Compact With Rail, a shortened M9A1 version.&lt;br /&gt;
&lt;br /&gt;
First off, please put your name on these, and second, I'm fairly sure it's a M9A1 with a Brigadier-style barrel. --[[User:PaperCake|PaperCake]] 00:42 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I got it. Are you sure it's a M9A1? It has got the usual trigger guard from 92FS/M9 and it looks short. --[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 14:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Fairly certain it is a M9A1. The trigger guard is the same as a normal M9A1, just hard to see courtesy of the tac-light mounted on the front rail. As for it looking short, it's probably been modeled with a Brigadier-style barrel, which are usually flush with the front of the slide. --[[User:PaperCake|PaperCake]] 19:05, 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I respect your opinion, but. First, weapon icon shows M9-style trigger guard: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-32-30.png &lt;br /&gt;
:Second, I'm also fairly certain that it's thin M9 trigger guard on the actual in-game model: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-36-43.jpg &lt;br /&gt;
:If you look closely, flashlight doesn't cover trigger guard that much to distort its shape.&lt;br /&gt;
:Anyway, it's not the proof that the gun is not M9A1, I also added it in article as M9A1 as the most possible variant. We'll have to wait for the release to tell for sure. :3 &lt;br /&gt;
:And the gun lacks M9A1 checkered back strap too.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 19:46, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: First off, I don't believe we allow the weapon's icon to enter into discussion of what the actual player-held weapon is (as many times in games they don't match up with each other), so whatever the icon is is irrelevant in this instance. Next, it should be noted that, even by this stage with HD graphics, video game weapons can't and likely won't be able to exactly precisely emulate a real world firearm 100%, for a number of reasons, and therefore it's possible we can't and won't ever get a 'exact' model' ID. We often don't get 'exact IDs' for films or TV shows that actually have real weapons and not renderings, again, for a number of reasons. Omission or switching of features, like the lack of a backstrap checkering, trigger guard shape, slide design etc, definitely shouldn't be so scrutinized in a video game, especially when we're talking pre-release. Such details might still remain to be finalized, and otherwise could likely be mere oversights and/or liberties taken on the weapon's look by the game's artists. Since we have such a mismatch of details - rail and front and rear slide serrations of M9A1, M9/92FS trigger guard, the one image and images on the main page seem to have a [[Beretta 92FS Brigadier|Brigadier]] slide while the other here on the talk page has an M9A1 slide, and flush barrel with the slide, no backstrap checkering - We simply won't be able to make an exact ID since there's no Beretta that matches that exact configuration from the factory as far as I know.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Not to sound snobby, but again, I think this is being over-thought a bit. If this were a real weapon, it might be worthy of speculating, as they would have be physical changes to an actual weapon, but a rendering in a video game? Especially for a game that hasn't even released yet? Bah. I'd go about listing it as we would on film/TV pages - List it as what it matches best (in this case, an M9A1) and note all the features and their particular distinctions/differences as part of the section's writeup and leave it at that for the time being. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yeah, I think we should leave it to be listed at M9A1 and note all these small discrepancies. But there was a moment when I thought that the gun was not M9A1 (indicated by the rail) with wrong backstrap checkering, trigger guard shape, slide design, but M9/92FS with wrong presence of the rail, but correct M9/92FS features in all other respects.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 10:52, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PaperCake's minor edits ==&lt;br /&gt;
&lt;br /&gt;
Why remove useful info? Most of PaperCake's small corrections are a nice touch, but&lt;br /&gt;
&lt;br /&gt;
1. Why replace &amp;quot;Performing an ammo check&amp;quot; to &amp;quot;he player peers at the M9A1's magazine before loading it in&amp;quot;, while in reality it's an actual ammo check, not a usual reloading. A unique animation is played when played tries to reload a gun with already full magazine. This feature is present in many Tripwire projects and it is one of their trade marks. I think it's worth mentioning, not a lot of games have got such details.&lt;br /&gt;
&lt;br /&gt;
2. Why remove notes about M9A1? While I won't argue it should be listed as M9A1, I added several comparisons with the same gun from the first game and with real M9A1. I always enjoyed such things when I was reading IMFDB before.&lt;br /&gt;
&lt;br /&gt;
3. Why remove explanation about &amp;quot;SA80&amp;quot; part in L85A2 in-game name? As I recall, IMFDB always had a policy to mention wrong or redundant in-game gun names. I just tried to be in keeping with local standards of writing, which encourage noticing and explaining small details and drawbacks.&lt;br /&gt;
&lt;br /&gt;
4. Why add &amp;quot;A player begins to reload his L85A2&amp;quot; when it's not a reloading animation, but draw animation?&lt;br /&gt;
&lt;br /&gt;
5. Why remove explanation that Colt 9mm SMG is not a rifle, but a submachinegun. I've read a '''lot''' of articles here and the IMFDB always had a policy to explain wrong assigned weapon class in the game, especially with AKS-74U or 9mm AR-15 derivatives.&lt;br /&gt;
&lt;br /&gt;
I don't mind the style, but minor corrections shouldn't tear out so much useful info. Since I'm a new guy, and PaperCake seems to have been here quite long time, I don't want to just undo his changes, but I think we should discuss it and restore some info.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 11:22, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, SA80 is the name of the weapon platform (like AR-15) not the actual name of the gun, so removing it makes sense.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:14, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Better screenshots ==&lt;br /&gt;
&lt;br /&gt;
A lot of the screenshots in this entry aren't very good, the HUD cluttering up screenshots, a lack of screenshots or poorly taken screenshots. Imma put in some new ones, let's just hope IMFDB doesn't crap it self when i do.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:16, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== L85A2 actually an A1? ==&lt;br /&gt;
&lt;br /&gt;
So there was something i've noticed. The charging handle on the A2 has that little knob on it instead of... well whatever shape it is on the A2. Would that mean the L85 is actually an A1 not an A2? I've heard that there were a few L85A2 made with that knob shape, but only, well, a few.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:44, 25 October 2015 (EDT)&lt;br /&gt;
:But it has the magazine-release fencing of the A2. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:52, 26 November 2015 (EST)&lt;br /&gt;
::Wait, this is called an A1 but it has the fencing, now I'm really confused. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:05, 26 November 2015 (EST) [[File:L85A1 left side.jpg|thumb|none|400px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
== Just putting these here ==&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|]]&lt;br /&gt;
[[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:31, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Should i put them up on the page? I was thinking about doing it, but im not sure.&lt;br /&gt;
Also, that 1911 skin is damn ugly, hopefully someone will make a new less crap texture for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:51, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Zed Collector]]&lt;br /&gt;
Here's the other revolver which is a S&amp;amp;W Model 500 I'm fairly sure.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:58, 20 November 2015 (EST)&lt;br /&gt;
:Yes it is, you beat me to uploading that pic. :P. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:13, 20 November 2015 (EST)&lt;br /&gt;
::Does that barrel have any name? Like the real one, &amp;quot;Performance Center&amp;quot; is stamped on it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:19, 20 November 2015 (EST)&lt;br /&gt;
:::It says &amp;quot;925 of 1000 T&amp;amp;W 500 Zed Collector&amp;quot;. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:24, 20 November 2015 (EST)&lt;br /&gt;
::::have you looked at the other side?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:35, 20 November 2015 (EST)&lt;br /&gt;
:::::Yeah, it says Performance Center, It's Smith &amp;amp; Wesson's Performance Center that makes the barrel. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 17:29, 20 November 2015 (EST)&lt;br /&gt;
::::::Yeah, okey.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:14, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yeah.... ==&lt;br /&gt;
&lt;br /&gt;
[http://killingfloor2.com/Zedconomy/ This has a tendency to make people unhappy...]&lt;br /&gt;
&lt;br /&gt;
Oh Great, it's PAYDAY 2's Crimefest fireball all over again. I'm certain I can see how this goes down. The community threatens the dev and saying they're gonna leave, make a big hissyfit like a bunch of whiny babies and end up accomplishing nothing but make the Killing Floor subreddit look very pissy. --[[User:PaperCake|PaperCake]] 18:09, 23 November 2015 (EST)&lt;br /&gt;
:There's a fairly big difference however, and that's the fact that these skins doesn't affect stats, unlike the skins in Payday 2. On top of that the skins aren't ugly as fuck (atleast some of them aren't) and the people who made the skins gets compensated for the work they've done (no word on how much however)&lt;br /&gt;
:I'm probably gonna drop some cash on skins as the awful person i am.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:37, 23 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Juicy news ==&lt;br /&gt;
&lt;br /&gt;
http://www.pcgamer.com/killing-floor-2-patriarch-boss-reveal/&lt;br /&gt;
&lt;br /&gt;
Yep, they're adding the patriarch, I identified the minigun on his arm could be a GAU-19 from my best guess. Also, will be doing an edit soon on adding the STG-44's found on Hans Volter, once I get images up into place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Lancer|Lancer]] ([[User talk:Lancer|talk]]) 00:31, 26 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:More guns is always fun! As for the boss, I always thought Killing Floor was fun up until the boss.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:42, 26 November 2015 (EST)&lt;br /&gt;
::Be nice if they made a setting where you don't have to fight a boss. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:09, 26 November 2015 (EST)&lt;br /&gt;
Yeah they mentioned adding a horde mode to KF2 where it's practically endless specimens. Thank god with bosses though in Killing Floor 2, we don't have to take on multiple bosses, Killing Floor 1's subway objective map made you fight two Patriarchs, it'd be bloody horrible though to face Hans '''and''' the Patriarch though. But I better stop talking before I give them ideas.&lt;br /&gt;
&lt;br /&gt;
As for the Patriarch's wrist-gun, does anyone know if it'll fire rockets, I have a feeling tripwire probably gave him some new secret attack instead or just buffed the hell out of his GAU, either way, i'll be waiting and seeing.&lt;br /&gt;
--[[User:Lancer|Lancer]] ([[User talk:Lancer|talk]]) 16:43, 26 November 2015 (EST)&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=982535</id>
		<title>Talk:Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=982535"/>
		<updated>2015-11-26T21:43:06Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Juicy news */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Exact model of Beretta 92? ==&lt;br /&gt;
&lt;br /&gt;
Gameplay video is here: http://www.youtube.com/watch?v=6LeDvDdadxQ&lt;br /&gt;
&lt;br /&gt;
Could somebody determine what Beretta is used there? Is it M9A1 like in the first game? At first I even thought that the trigger guard is rounded, indicating it's not F/FS, but then I realized that it was the flashlight that hid the guard's shape.&lt;br /&gt;
&lt;br /&gt;
The presence of the rail indicates that it's not usual 92F/FS, but it lacks checkered back strap: https://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-09_00-58-18.jpg&lt;br /&gt;
&lt;br /&gt;
UPD: probably it's 92 Compact With Rail, a shortened M9A1 version.&lt;br /&gt;
&lt;br /&gt;
First off, please put your name on these, and second, I'm fairly sure it's a M9A1 with a Brigadier-style barrel. --[[User:PaperCake|PaperCake]] 00:42 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I got it. Are you sure it's a M9A1? It has got the usual trigger guard from 92FS/M9 and it looks short. --[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 14:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Fairly certain it is a M9A1. The trigger guard is the same as a normal M9A1, just hard to see courtesy of the tac-light mounted on the front rail. As for it looking short, it's probably been modeled with a Brigadier-style barrel, which are usually flush with the front of the slide. --[[User:PaperCake|PaperCake]] 19:05, 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I respect your opinion, but. First, weapon icon shows M9-style trigger guard: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-32-30.png &lt;br /&gt;
:Second, I'm also fairly certain that it's thin M9 trigger guard on the actual in-game model: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-36-43.jpg &lt;br /&gt;
:If you look closely, flashlight doesn't cover trigger guard that much to distort its shape.&lt;br /&gt;
:Anyway, it's not the proof that the gun is not M9A1, I also added it in article as M9A1 as the most possible variant. We'll have to wait for the release to tell for sure. :3 &lt;br /&gt;
:And the gun lacks M9A1 checkered back strap too.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 19:46, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: First off, I don't believe we allow the weapon's icon to enter into discussion of what the actual player-held weapon is (as many times in games they don't match up with each other), so whatever the icon is is irrelevant in this instance. Next, it should be noted that, even by this stage with HD graphics, video game weapons can't and likely won't be able to exactly precisely emulate a real world firearm 100%, for a number of reasons, and therefore it's possible we can't and won't ever get a 'exact' model' ID. We often don't get 'exact IDs' for films or TV shows that actually have real weapons and not renderings, again, for a number of reasons. Omission or switching of features, like the lack of a backstrap checkering, trigger guard shape, slide design etc, definitely shouldn't be so scrutinized in a video game, especially when we're talking pre-release. Such details might still remain to be finalized, and otherwise could likely be mere oversights and/or liberties taken on the weapon's look by the game's artists. Since we have such a mismatch of details - rail and front and rear slide serrations of M9A1, M9/92FS trigger guard, the one image and images on the main page seem to have a [[Beretta 92FS Brigadier|Brigadier]] slide while the other here on the talk page has an M9A1 slide, and flush barrel with the slide, no backstrap checkering - We simply won't be able to make an exact ID since there's no Beretta that matches that exact configuration from the factory as far as I know.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Not to sound snobby, but again, I think this is being over-thought a bit. If this were a real weapon, it might be worthy of speculating, as they would have be physical changes to an actual weapon, but a rendering in a video game? Especially for a game that hasn't even released yet? Bah. I'd go about listing it as we would on film/TV pages - List it as what it matches best (in this case, an M9A1) and note all the features and their particular distinctions/differences as part of the section's writeup and leave it at that for the time being. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yeah, I think we should leave it to be listed at M9A1 and note all these small discrepancies. But there was a moment when I thought that the gun was not M9A1 (indicated by the rail) with wrong backstrap checkering, trigger guard shape, slide design, but M9/92FS with wrong presence of the rail, but correct M9/92FS features in all other respects.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 10:52, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PaperCake's minor edits ==&lt;br /&gt;
&lt;br /&gt;
Why remove useful info? Most of PaperCake's small corrections are a nice touch, but&lt;br /&gt;
&lt;br /&gt;
1. Why replace &amp;quot;Performing an ammo check&amp;quot; to &amp;quot;he player peers at the M9A1's magazine before loading it in&amp;quot;, while in reality it's an actual ammo check, not a usual reloading. A unique animation is played when played tries to reload a gun with already full magazine. This feature is present in many Tripwire projects and it is one of their trade marks. I think it's worth mentioning, not a lot of games have got such details.&lt;br /&gt;
&lt;br /&gt;
2. Why remove notes about M9A1? While I won't argue it should be listed as M9A1, I added several comparisons with the same gun from the first game and with real M9A1. I always enjoyed such things when I was reading IMFDB before.&lt;br /&gt;
&lt;br /&gt;
3. Why remove explanation about &amp;quot;SA80&amp;quot; part in L85A2 in-game name? As I recall, IMFDB always had a policy to mention wrong or redundant in-game gun names. I just tried to be in keeping with local standards of writing, which encourage noticing and explaining small details and drawbacks.&lt;br /&gt;
&lt;br /&gt;
4. Why add &amp;quot;A player begins to reload his L85A2&amp;quot; when it's not a reloading animation, but draw animation?&lt;br /&gt;
&lt;br /&gt;
5. Why remove explanation that Colt 9mm SMG is not a rifle, but a submachinegun. I've read a '''lot''' of articles here and the IMFDB always had a policy to explain wrong assigned weapon class in the game, especially with AKS-74U or 9mm AR-15 derivatives.&lt;br /&gt;
&lt;br /&gt;
I don't mind the style, but minor corrections shouldn't tear out so much useful info. Since I'm a new guy, and PaperCake seems to have been here quite long time, I don't want to just undo his changes, but I think we should discuss it and restore some info.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 11:22, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, SA80 is the name of the weapon platform (like AR-15) not the actual name of the gun, so removing it makes sense.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:14, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Better screenshots ==&lt;br /&gt;
&lt;br /&gt;
A lot of the screenshots in this entry aren't very good, the HUD cluttering up screenshots, a lack of screenshots or poorly taken screenshots. Imma put in some new ones, let's just hope IMFDB doesn't crap it self when i do.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:16, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== L85A2 actually an A1? ==&lt;br /&gt;
&lt;br /&gt;
So there was something i've noticed. The charging handle on the A2 has that little knob on it instead of... well whatever shape it is on the A2. Would that mean the L85 is actually an A1 not an A2? I've heard that there were a few L85A2 made with that knob shape, but only, well, a few.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:44, 25 October 2015 (EDT)&lt;br /&gt;
:But it has the magazine-release fencing of the A2. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:52, 26 November 2015 (EST)&lt;br /&gt;
::Wait, this is called an A1 but it has the fencing, now I'm really confused. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:05, 26 November 2015 (EST) [[File:L85A1 left side.jpg|thumb|none|400px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
== Just putting these here ==&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|]]&lt;br /&gt;
[[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:31, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Should i put them up on the page? I was thinking about doing it, but im not sure.&lt;br /&gt;
Also, that 1911 skin is damn ugly, hopefully someone will make a new less crap texture for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:51, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Zed Collector]]&lt;br /&gt;
Here's the other revolver which is a S&amp;amp;W Model 500 I'm fairly sure.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:58, 20 November 2015 (EST)&lt;br /&gt;
:Yes it is, you beat me to uploading that pic. :P. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:13, 20 November 2015 (EST)&lt;br /&gt;
::Does that barrel have any name? Like the real one, &amp;quot;Performance Center&amp;quot; is stamped on it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:19, 20 November 2015 (EST)&lt;br /&gt;
:::It says &amp;quot;925 of 1000 T&amp;amp;W 500 Zed Collector&amp;quot;. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:24, 20 November 2015 (EST)&lt;br /&gt;
::::have you looked at the other side?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:35, 20 November 2015 (EST)&lt;br /&gt;
:::::Yeah, it says Performance Center, It's Smith &amp;amp; Wesson's Performance Center that makes the barrel. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 17:29, 20 November 2015 (EST)&lt;br /&gt;
::::::Yeah, okey.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:14, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yeah.... ==&lt;br /&gt;
&lt;br /&gt;
[http://killingfloor2.com/Zedconomy/ This has a tendency to make people unhappy...]&lt;br /&gt;
&lt;br /&gt;
Oh Great, it's PAYDAY 2's Crimefest fireball all over again. I'm certain I can see how this goes down. The community threatens the dev and saying they're gonna leave, make a big hissyfit like a bunch of whiny babies and end up accomplishing nothing but make the Killing Floor subreddit look very pissy. --[[User:PaperCake|PaperCake]] 18:09, 23 November 2015 (EST)&lt;br /&gt;
:There's a fairly big difference however, and that's the fact that these skins doesn't affect stats, unlike the skins in Payday 2. On top of that the skins aren't ugly as fuck (atleast some of them aren't) and the people who made the skins gets compensated for the work they've done (no word on how much however)&lt;br /&gt;
:I'm probably gonna drop some cash on skins as the awful person i am.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:37, 23 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Juicy news ==&lt;br /&gt;
&lt;br /&gt;
http://www.pcgamer.com/killing-floor-2-patriarch-boss-reveal/&lt;br /&gt;
&lt;br /&gt;
Yep, they're adding the patriarch, I identified the minigun on his arm could be a GAU-19 from my best guess. Also, will be doing an edit soon on adding the STG-44's found on Hans Volter, once I get images up into place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Lancer|Lancer]] ([[User talk:Lancer|talk]]) 00:31, 26 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:More guns is always fun! As for the boss, I always thought Killing Floor was fun up until the boss.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:42, 26 November 2015 (EST)&lt;br /&gt;
::Be nice if they made a setting where you don't have to fight a boss. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:09, 26 November 2015 (EST)&lt;br /&gt;
Yeah they mentioned adding a horde mode to KF2 where it's practically endless specimens. Thank god with bosses though in Killing Floor 2, we don't have to take on multiple bosses, Killing Floor 1's subway objective map made you fight two Patriarchs, it'd be bloody horrible though to face Hans And the Patriarch though. But I better stop talking before I give them ideas.&lt;br /&gt;
&lt;br /&gt;
As for the Patriarch's wrist-gun, does anyone know if it'll fire rockets, I have a feeling tripwire probably gave him some new secret attack instead or just buffed the hell out of his GAU, either way, i'll be waiting and seeing.&lt;br /&gt;
--[[User:Lancer|Lancer]] ([[User talk:Lancer|talk]]) 16:43, 26 November 2015 (EST)&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982390</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982390"/>
		<updated>2015-11-26T05:58:51Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Machine Guns */ Spelling fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;M1858&amp;quot;, the revolver has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb|''&amp;quot;So, bad time to take a selfie then?&amp;quot;'' Oisten Jaegerhorn 'aims' with his dual 1858 New Army revolvers.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, and gold engravings is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;1911 Colt&amp;quot;, the pistol has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, titled as the &amp;quot;Desert Eagle&amp;quot;, it is to be released alongside the Gunslinger Perk, like the other handguns, the Desert Eagle will have the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player character &amp;quot;aims&amp;quot; with his dual Desert Eagles in-game.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only 2 Desert Eagle Mark XIX's.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 ==&lt;br /&gt;
&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 500]] with a two-tone finish and custom wood grips is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk. It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi, while it is possible to fire the weapon in semi, the selector won't actually move when flicking beween fire-modes.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber...]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release, this reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight. Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with a NP3 mariner finish is the third weapon available for the Support Perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to an 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage than the standard pump-action and the ability to fire both barrels but has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible on actual AA-12's nor needed as the low rate-of-fire means it's possible to fire it in semi-auto via quick pulls of the trigger. It sports black and gray digital camouflage, a pump-shotgun-like foregrip tacked on the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, both are unusable.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds, note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed bolt weapon. This is only noticeable in third-person. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holds 5+1 shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A1 ==&lt;br /&gt;
The SA80 [[L85A1]], incorrectly called called L85A2 (the charging handle is the knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the [[Enfield L85 rifle series#L22A1|L22A1]] from the original and is also fitted with an EOtech holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A1 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A1 gets lit up from the flash of lighting, here the Magpul EMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug, note the knob shape, indicating it's an A1 not an A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmgewehr 44 ==&lt;br /&gt;
&lt;br /&gt;
Unusable by the player, the Sturmgewehr 44 appears as the weapon used by the boss &amp;quot;Hans Volter&amp;quot;, Hans is able to dual-wield hipfire his two rifles and will fire at players unless he resorts to nerve gas, his Sturmgewehr's are fitted with bayonets, however he does not make use of the bayonets at all.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr_44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
&lt;br /&gt;
[[file:KF2-STG-44-Hans.jpg|thumb|600px|none|The tell tale magazine and distinct shape gives away that the gun is indeed a STG-44.]]&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a Tango Down vertical foregrip (now in black). Unlike in the first game, the barrel is short, indicating it is the CQC model, it sports a Aimpoint CompM2 red dot sight instead of the Aimpoint CompM4s, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the left side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [http://www.imfdb.org/wiki/Apocalypse_Now#M79_grenade_launcher They're close....]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges. The back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it!&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark, wondering why someone wrote &amp;quot;Rädda oss!&amp;quot; (save us), which is swedish.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The General Dynamics GAU-19/A appears as a weapon for the upcoming Patriarch Boss, the weapon mostly borrows the triple barrelled design, the weapon mostly retains the barrel and some of the receiver, but is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none| GAU-19 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the new upcoming Patriarch, take note of the GAU-19 on his arm.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his wrist-mounted abomination. While the player reconsiders if the 9mm Varmint Rifle was really appropriate.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982389</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982389"/>
		<updated>2015-11-26T05:56:27Z</updated>

		<summary type="html">&lt;p&gt;Lancer: added the STG-44 including pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;M1858&amp;quot;, the revolver has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb|''&amp;quot;So, bad time to take a selfie then?&amp;quot;'' Oisten Jaegerhorn 'aims' with his dual 1858 New Army revolvers.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, and gold engravings is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;1911 Colt&amp;quot;, the pistol has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, titled as the &amp;quot;Desert Eagle&amp;quot;, it is to be released alongside the Gunslinger Perk, like the other handguns, the Desert Eagle will have the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player character &amp;quot;aims&amp;quot; with his dual Desert Eagles in-game.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only 2 Desert Eagle Mark XIX's.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 ==&lt;br /&gt;
&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 500]] with a two-tone finish and custom wood grips is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk. It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi, while it is possible to fire the weapon in semi, the selector won't actually move when flicking beween fire-modes.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber...]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release, this reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight. Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with a NP3 mariner finish is the third weapon available for the Support Perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to an 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage than the standard pump-action and the ability to fire both barrels but has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible on actual AA-12's nor needed as the low rate-of-fire means it's possible to fire it in semi-auto via quick pulls of the trigger. It sports black and gray digital camouflage, a pump-shotgun-like foregrip tacked on the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, both are unusable.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds, note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed bolt weapon. This is only noticeable in third-person. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holds 5+1 shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A1 ==&lt;br /&gt;
The SA80 [[L85A1]], incorrectly called called L85A2 (the charging handle is the knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the [[Enfield L85 rifle series#L22A1|L22A1]] from the original and is also fitted with an EOtech holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A1 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A1 gets lit up from the flash of lighting, here the Magpul EMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug, note the knob shape, indicating it's an A1 not an A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmgewehr 44 ==&lt;br /&gt;
&lt;br /&gt;
Unusable by the player, the Sturmgewehr 44 appears as the weapon used by the boss &amp;quot;Hans Volter&amp;quot;, Hans is able to dual-wield hipfire his two rifles and will fire at players unless he resorts to nerve gas, his Sturmgewehr's are fitted with bayonets, however he does not make use of the bayonets at all.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr_44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
&lt;br /&gt;
[[file:KF2-STG-44-Hans.jpg|thumb|600px|none|The tell tale magazine and distinct shape gives away that the gun is indeed a STG-44.]]&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a Tango Down vertical foregrip (now in black). Unlike in the first game, the barrel is short, indicating it is the CQC model, it sports a Aimpoint CompM2 red dot sight instead of the Aimpoint CompM4s, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the left side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [http://www.imfdb.org/wiki/Apocalypse_Now#M79_grenade_launcher They're close....]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges. The back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it!&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark, wondering why someone wrote &amp;quot;Rädda oss!&amp;quot; (save us), which is swedish.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The General Dynamics GAU-19/A appears as a weapon for the upcoming Patriarch Boss, the weapon mostly borrows the triple barrelled design, the weapon mostly retains the barrel and some of the receiver, but is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none| GAU-19 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the new upcoming Patriarch, take note of the GAU-19 on his arm.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his wrist-mounted abomination. While they player reconsiders if the 9mm Varmint Rifle was really appropriate.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF2-STG-44-Hans.jpg&amp;diff=982388</id>
		<title>File:KF2-STG-44-Hans.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF2-STG-44-Hans.jpg&amp;diff=982388"/>
		<updated>2015-11-26T05:53:33Z</updated>

		<summary type="html">&lt;p&gt;Lancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982387</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982387"/>
		<updated>2015-11-26T05:44:56Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* General Dynamics GAU-19/A */ another image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;M1858&amp;quot;, the revolver has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb|''&amp;quot;So, bad time to take a selfie then?&amp;quot;'' Oisten Jaegerhorn 'aims' with his dual 1858 New Army revolvers.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, and gold engravings is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;1911 Colt&amp;quot;, the pistol has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, titled as the &amp;quot;Desert Eagle&amp;quot;, it is to be released alongside the Gunslinger Perk, like the other handguns, the Desert Eagle will have the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player character &amp;quot;aims&amp;quot; with his dual Desert Eagles in-game.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only 2 Desert Eagle Mark XIX's.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 ==&lt;br /&gt;
&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 500]] with a two-tone finish and custom wood grips is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk. It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi, while it is possible to fire the weapon in semi, the selector won't actually move when flicking beween fire-modes.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber...]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release, this reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight. Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with a NP3 mariner finish is the third weapon available for the Support Perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to an 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage than the standard pump-action and the ability to fire both barrels but has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible on actual AA-12's nor needed as the low rate-of-fire means it's possible to fire it in semi-auto via quick pulls of the trigger. It sports black and gray digital camouflage, a pump-shotgun-like foregrip tacked on the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, both are unusable.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds, note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed bolt weapon. This is only noticeable in third-person. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holds 5+1 shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A1 ==&lt;br /&gt;
The SA80 [[L85A1]], incorrectly called called L85A2 (the charging handle is the knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the [[Enfield L85 rifle series#L22A1|L22A1]] from the original and is also fitted with an EOtech holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A1 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A1 gets lit up from the flash of lighting, here the Magpul EMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug, note the knob shape, indicating it's an A1 not an A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a Tango Down vertical foregrip (now in black). Unlike in the first game, the barrel is short, indicating it is the CQC model, it sports a Aimpoint CompM2 red dot sight instead of the Aimpoint CompM4s, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the left side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [http://www.imfdb.org/wiki/Apocalypse_Now#M79_grenade_launcher They're close....]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges. The back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it!&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark, wondering why someone wrote &amp;quot;Rädda oss!&amp;quot; (save us), which is swedish.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The General Dynamics GAU-19/A appears as a weapon for the upcoming Patriarch Boss, the weapon mostly borrows the triple barrelled design, the weapon mostly retains the barrel and some of the receiver, but is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none| GAU-19 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the new upcoming Patriarch, take note of the GAU-19 on his arm.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his wrist-mounted abomination. While they player reconsiders if the 9mm Varmint Rifle was really appropriate.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF2-Patriarch-GAU-19-4.jpeg&amp;diff=982386</id>
		<title>File:KF2-Patriarch-GAU-19-4.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF2-Patriarch-GAU-19-4.jpeg&amp;diff=982386"/>
		<updated>2015-11-26T05:42:41Z</updated>

		<summary type="html">&lt;p&gt;Lancer: another view of the GAU-19 in KF2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;another view of the GAU-19 in KF2&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982385</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982385"/>
		<updated>2015-11-26T05:38:34Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Explosives */ Changed to Machine guns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;M1858&amp;quot;, the revolver has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb|''&amp;quot;So, bad time to take a selfie then?&amp;quot;'' Oisten Jaegerhorn 'aims' with his dual 1858 New Army revolvers.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, and gold engravings is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;1911 Colt&amp;quot;, the pistol has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, titled as the &amp;quot;Desert Eagle&amp;quot;, it is to be released alongside the Gunslinger Perk, like the other handguns, the Desert Eagle will have the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player character &amp;quot;aims&amp;quot; with his dual Desert Eagles in-game.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only 2 Desert Eagle Mark XIX's.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 ==&lt;br /&gt;
&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 500]] with a two-tone finish and custom wood grips is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk. It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi, while it is possible to fire the weapon in semi, the selector won't actually move when flicking beween fire-modes.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber...]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release, this reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight. Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with a NP3 mariner finish is the third weapon available for the Support Perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to an 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage than the standard pump-action and the ability to fire both barrels but has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible on actual AA-12's nor needed as the low rate-of-fire means it's possible to fire it in semi-auto via quick pulls of the trigger. It sports black and gray digital camouflage, a pump-shotgun-like foregrip tacked on the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, both are unusable.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds, note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed bolt weapon. This is only noticeable in third-person. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holds 5+1 shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A1 ==&lt;br /&gt;
The SA80 [[L85A1]], incorrectly called called L85A2 (the charging handle is the knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the [[Enfield L85 rifle series#L22A1|L22A1]] from the original and is also fitted with an EOtech holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A1 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A1 gets lit up from the flash of lighting, here the Magpul EMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug, note the knob shape, indicating it's an A1 not an A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a Tango Down vertical foregrip (now in black). Unlike in the first game, the barrel is short, indicating it is the CQC model, it sports a Aimpoint CompM2 red dot sight instead of the Aimpoint CompM4s, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the left side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [http://www.imfdb.org/wiki/Apocalypse_Now#M79_grenade_launcher They're close....]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges. The back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it!&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark, wondering why someone wrote &amp;quot;Rädda oss!&amp;quot; (save us), which is swedish.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The General Dynamics GAU-19/A appears as a weapon for the upcoming Patriarch Boss, the weapon mostly borrows the triple barrelled design, the weapon mostly retains the barrel and some of the receiver, but is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none| GAU-19 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the new upcoming Patriarch, take note of the GAU-19 on his arm.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982384</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982384"/>
		<updated>2015-11-26T05:37:38Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* General Dynamics GAU-19/A */ the receiver hasn't been changed. It, I don't know how to explain it,but the ammo is fed from this ammo box thingy contraption, if anyone else can word it better, please go ahead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;M1858&amp;quot;, the revolver has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb|''&amp;quot;So, bad time to take a selfie then?&amp;quot;'' Oisten Jaegerhorn 'aims' with his dual 1858 New Army revolvers.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, and gold engravings is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;1911 Colt&amp;quot;, the pistol has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, titled as the &amp;quot;Desert Eagle&amp;quot;, it is to be released alongside the Gunslinger Perk, like the other handguns, the Desert Eagle will have the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player character &amp;quot;aims&amp;quot; with his dual Desert Eagles in-game.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only 2 Desert Eagle Mark XIX's.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 ==&lt;br /&gt;
&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 500]] with a two-tone finish and custom wood grips is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk. It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi, while it is possible to fire the weapon in semi, the selector won't actually move when flicking beween fire-modes.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber...]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release, this reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight. Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with a NP3 mariner finish is the third weapon available for the Support Perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to an 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage than the standard pump-action and the ability to fire both barrels but has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible on actual AA-12's nor needed as the low rate-of-fire means it's possible to fire it in semi-auto via quick pulls of the trigger. It sports black and gray digital camouflage, a pump-shotgun-like foregrip tacked on the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, both are unusable.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds, note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed bolt weapon. This is only noticeable in third-person. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holds 5+1 shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A1 ==&lt;br /&gt;
The SA80 [[L85A1]], incorrectly called called L85A2 (the charging handle is the knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the [[Enfield L85 rifle series#L22A1|L22A1]] from the original and is also fitted with an EOtech holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A1 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A1 gets lit up from the flash of lighting, here the Magpul EMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug, note the knob shape, indicating it's an A1 not an A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a Tango Down vertical foregrip (now in black). Unlike in the first game, the barrel is short, indicating it is the CQC model, it sports a Aimpoint CompM2 red dot sight instead of the Aimpoint CompM4s, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the left side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [http://www.imfdb.org/wiki/Apocalypse_Now#M79_grenade_launcher They're close....]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges. The back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it!&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark, wondering why someone wrote &amp;quot;Rädda oss!&amp;quot; (save us), which is swedish.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The General Dynamics GAU-19/A appears as a weapon for the upcoming Patriarch Boss, the weapon mostly borrows the triple barrelled design, the weapon mostly retains the barrel and some of the receiver, but is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none| GAU-19 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the new upcoming Patriarch, take note of the GAU-19 on his arm.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|A gun-slinging cowboy taking on the Patriarch.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=982383</id>
		<title>Talk:Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=982383"/>
		<updated>2015-11-26T05:31:21Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Juicy news */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Exact model of Beretta 92? ==&lt;br /&gt;
&lt;br /&gt;
Gameplay video is here: http://www.youtube.com/watch?v=6LeDvDdadxQ&lt;br /&gt;
&lt;br /&gt;
Could somebody determine what Beretta is used there? Is it M9A1 like in the first game? At first I even thought that the trigger guard is rounded, indicating it's not F/FS, but then I realized that it was the flashlight that hid the guard's shape.&lt;br /&gt;
&lt;br /&gt;
The presence of the rail indicates that it's not usual 92F/FS, but it lacks checkered back strap: https://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-09_00-58-18.jpg&lt;br /&gt;
&lt;br /&gt;
UPD: probably it's 92 Compact With Rail, a shortened M9A1 version.&lt;br /&gt;
&lt;br /&gt;
First off, please put your name on these, and second, I'm fairly sure it's a M9A1 with a Brigadier-style barrel. --[[User:PaperCake|PaperCake]] 00:42 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I got it. Are you sure it's a M9A1? It has got the usual trigger guard from 92FS/M9 and it looks short. --[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 14:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Fairly certain it is a M9A1. The trigger guard is the same as a normal M9A1, just hard to see courtesy of the tac-light mounted on the front rail. As for it looking short, it's probably been modeled with a Brigadier-style barrel, which are usually flush with the front of the slide. --[[User:PaperCake|PaperCake]] 19:05, 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I respect your opinion, but. First, weapon icon shows M9-style trigger guard: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-32-30.png &lt;br /&gt;
:Second, I'm also fairly certain that it's thin M9 trigger guard on the actual in-game model: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-36-43.jpg &lt;br /&gt;
:If you look closely, flashlight doesn't cover trigger guard that much to distort its shape.&lt;br /&gt;
:Anyway, it's not the proof that the gun is not M9A1, I also added it in article as M9A1 as the most possible variant. We'll have to wait for the release to tell for sure. :3 &lt;br /&gt;
:And the gun lacks M9A1 checkered back strap too.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 19:46, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: First off, I don't believe we allow the weapon's icon to enter into discussion of what the actual player-held weapon is (as many times in games they don't match up with each other), so whatever the icon is is irrelevant in this instance. Next, it should be noted that, even by this stage with HD graphics, video game weapons can't and likely won't be able to exactly precisely emulate a real world firearm 100%, for a number of reasons, and therefore it's possible we can't and won't ever get a 'exact' model' ID. We often don't get 'exact IDs' for films or TV shows that actually have real weapons and not renderings, again, for a number of reasons. Omission or switching of features, like the lack of a backstrap checkering, trigger guard shape, slide design etc, definitely shouldn't be so scrutinized in a video game, especially when we're talking pre-release. Such details might still remain to be finalized, and otherwise could likely be mere oversights and/or liberties taken on the weapon's look by the game's artists. Since we have such a mismatch of details - rail and front and rear slide serrations of M9A1, M9/92FS trigger guard, the one image and images on the main page seem to have a [[Beretta 92FS Brigadier|Brigadier]] slide while the other here on the talk page has an M9A1 slide, and flush barrel with the slide, no backstrap checkering - We simply won't be able to make an exact ID since there's no Beretta that matches that exact configuration from the factory as far as I know.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Not to sound snobby, but again, I think this is being over-thought a bit. If this were a real weapon, it might be worthy of speculating, as they would have be physical changes to an actual weapon, but a rendering in a video game? Especially for a game that hasn't even released yet? Bah. I'd go about listing it as we would on film/TV pages - List it as what it matches best (in this case, an M9A1) and note all the features and their particular distinctions/differences as part of the section's writeup and leave it at that for the time being. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yeah, I think we should leave it to be listed at M9A1 and note all these small discrepancies. But there was a moment when I thought that the gun was not M9A1 (indicated by the rail) with wrong backstrap checkering, trigger guard shape, slide design, but M9/92FS with wrong presence of the rail, but correct M9/92FS features in all other respects.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 10:52, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PaperCake's minor edits ==&lt;br /&gt;
&lt;br /&gt;
Why remove useful info? Most of PaperCake's small corrections are a nice touch, but&lt;br /&gt;
&lt;br /&gt;
1. Why replace &amp;quot;Performing an ammo check&amp;quot; to &amp;quot;he player peers at the M9A1's magazine before loading it in&amp;quot;, while in reality it's an actual ammo check, not a usual reloading. A unique animation is played when played tries to reload a gun with already full magazine. This feature is present in many Tripwire projects and it is one of their trade marks. I think it's worth mentioning, not a lot of games have got such details.&lt;br /&gt;
&lt;br /&gt;
2. Why remove notes about M9A1? While I won't argue it should be listed as M9A1, I added several comparisons with the same gun from the first game and with real M9A1. I always enjoyed such things when I was reading IMFDB before.&lt;br /&gt;
&lt;br /&gt;
3. Why remove explanation about &amp;quot;SA80&amp;quot; part in L85A2 in-game name? As I recall, IMFDB always had a policy to mention wrong or redundant in-game gun names. I just tried to be in keeping with local standards of writing, which encourage noticing and explaining small details and drawbacks.&lt;br /&gt;
&lt;br /&gt;
4. Why add &amp;quot;A player begins to reload his L85A2&amp;quot; when it's not a reloading animation, but draw animation?&lt;br /&gt;
&lt;br /&gt;
5. Why remove explanation that Colt 9mm SMG is not a rifle, but a submachinegun. I've read a '''lot''' of articles here and the IMFDB always had a policy to explain wrong assigned weapon class in the game, especially with AKS-74U or 9mm AR-15 derivatives.&lt;br /&gt;
&lt;br /&gt;
I don't mind the style, but minor corrections shouldn't tear out so much useful info. Since I'm a new guy, and PaperCake seems to have been here quite long time, I don't want to just undo his changes, but I think we should discuss it and restore some info.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 11:22, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, SA80 is the name of the weapon platform (like AR-15) not the actual name of the gun, so removing it makes sense.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:14, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Better screenshots ==&lt;br /&gt;
&lt;br /&gt;
A lot of the screenshots in this entry aren't very good, the HUD cluttering up screenshots, a lack of screenshots or poorly taken screenshots. Imma put in some new ones, let's just hope IMFDB doesn't crap it self when i do.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:16, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== L85A2 actually an A1? ==&lt;br /&gt;
&lt;br /&gt;
So there was something i've noticed. The charging handle on the A2 has that little knob on it instead of... well whatever shape it is on the A2. Would that mean the L85 is actually an A1 not an A2? I've heard that there were a few L85A2 made with that knob shape, but only, well, a few.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:44, 25 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Just putting these here ==&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|]]&lt;br /&gt;
[[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:31, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Should i put them up on the page? I was thinking about doing it, but im not sure.&lt;br /&gt;
Also, that 1911 skin is damn ugly, hopefully someone will make a new less crap texture for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:51, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Zed Collector]]&lt;br /&gt;
Here's the other revolver which is a S&amp;amp;W Model 500 I'm fairly sure.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:58, 20 November 2015 (EST)&lt;br /&gt;
:Yes it is, you beat me to uploading that pic. :P. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:13, 20 November 2015 (EST)&lt;br /&gt;
::Does that barrel have any name? Like the real one, &amp;quot;Performance Center&amp;quot; is stamped on it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:19, 20 November 2015 (EST)&lt;br /&gt;
:::It says &amp;quot;925 of 1000 T&amp;amp;W 500 Zed Collector&amp;quot;. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:24, 20 November 2015 (EST)&lt;br /&gt;
::::have you looked at the other side?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:35, 20 November 2015 (EST)&lt;br /&gt;
:::::Yeah, it says Performance Center, It's Smith &amp;amp; Wesson's Performance Center that makes the barrel. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 17:29, 20 November 2015 (EST)&lt;br /&gt;
::::::Yeah, okey.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:14, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yeah.... ==&lt;br /&gt;
&lt;br /&gt;
[http://killingfloor2.com/Zedconomy/ This has a tendency to make people unhappy...]&lt;br /&gt;
&lt;br /&gt;
Oh Great, it's PAYDAY 2's Crimefest fireball all over again. I'm certain I can see how this goes down. The community threatens the dev and saying they're gonna leave, make a big hissyfit like a bunch of whiny babies and end up accomplishing nothing but make the Killing Floor subreddit look very pissy. --[[User:PaperCake|PaperCake]] 18:09, 23 November 2015 (EST)&lt;br /&gt;
:There's a fairly big difference however, and that's the fact that these skins doesn't affect stats, unlike the skins in Payday 2. On top of that the skins aren't ugly as fuck (atleast some of them aren't) and the people who made the skins gets compensated for the work they've done (no word on how much however)&lt;br /&gt;
:I'm probably gonna drop some cash on skins as the awful person i am.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:37, 23 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Juicy news ==&lt;br /&gt;
&lt;br /&gt;
http://www.pcgamer.com/killing-floor-2-patriarch-boss-reveal/&lt;br /&gt;
&lt;br /&gt;
Yep, they're adding the patriarch, I identified the minigun on his arm could be a GAU-19 from my best guess. Also, will be doing an edit soon on adding the STG-44's found on Hans Volter, once I get images up into place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Lancer|Lancer]] ([[User talk:Lancer|talk]]) 00:31, 26 November 2015 (EST)&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=982382</id>
		<title>Talk:Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Killing_Floor_2&amp;diff=982382"/>
		<updated>2015-11-26T05:30:44Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Juicy news */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Exact model of Beretta 92? ==&lt;br /&gt;
&lt;br /&gt;
Gameplay video is here: http://www.youtube.com/watch?v=6LeDvDdadxQ&lt;br /&gt;
&lt;br /&gt;
Could somebody determine what Beretta is used there? Is it M9A1 like in the first game? At first I even thought that the trigger guard is rounded, indicating it's not F/FS, but then I realized that it was the flashlight that hid the guard's shape.&lt;br /&gt;
&lt;br /&gt;
The presence of the rail indicates that it's not usual 92F/FS, but it lacks checkered back strap: https://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-09_00-58-18.jpg&lt;br /&gt;
&lt;br /&gt;
UPD: probably it's 92 Compact With Rail, a shortened M9A1 version.&lt;br /&gt;
&lt;br /&gt;
First off, please put your name on these, and second, I'm fairly sure it's a M9A1 with a Brigadier-style barrel. --[[User:PaperCake|PaperCake]] 00:42 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I got it. Are you sure it's a M9A1? It has got the usual trigger guard from 92FS/M9 and it looks short. --[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 14:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Fairly certain it is a M9A1. The trigger guard is the same as a normal M9A1, just hard to see courtesy of the tac-light mounted on the front rail. As for it looking short, it's probably been modeled with a Brigadier-style barrel, which are usually flush with the front of the slide. --[[User:PaperCake|PaperCake]] 19:05, 10 April 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:I respect your opinion, but. First, weapon icon shows M9-style trigger guard: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-32-30.png &lt;br /&gt;
:Second, I'm also fairly certain that it's thin M9 trigger guard on the actual in-game model: http://dl.dropboxusercontent.com/u/36389920/ShareX/2015-04/2015-04-11_02-36-43.jpg &lt;br /&gt;
:If you look closely, flashlight doesn't cover trigger guard that much to distort its shape.&lt;br /&gt;
:Anyway, it's not the proof that the gun is not M9A1, I also added it in article as M9A1 as the most possible variant. We'll have to wait for the release to tell for sure. :3 &lt;br /&gt;
:And the gun lacks M9A1 checkered back strap too.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 19:46, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: First off, I don't believe we allow the weapon's icon to enter into discussion of what the actual player-held weapon is (as many times in games they don't match up with each other), so whatever the icon is is irrelevant in this instance. Next, it should be noted that, even by this stage with HD graphics, video game weapons can't and likely won't be able to exactly precisely emulate a real world firearm 100%, for a number of reasons, and therefore it's possible we can't and won't ever get a 'exact' model' ID. We often don't get 'exact IDs' for films or TV shows that actually have real weapons and not renderings, again, for a number of reasons. Omission or switching of features, like the lack of a backstrap checkering, trigger guard shape, slide design etc, definitely shouldn't be so scrutinized in a video game, especially when we're talking pre-release. Such details might still remain to be finalized, and otherwise could likely be mere oversights and/or liberties taken on the weapon's look by the game's artists. Since we have such a mismatch of details - rail and front and rear slide serrations of M9A1, M9/92FS trigger guard, the one image and images on the main page seem to have a [[Beretta 92FS Brigadier|Brigadier]] slide while the other here on the talk page has an M9A1 slide, and flush barrel with the slide, no backstrap checkering - We simply won't be able to make an exact ID since there's no Beretta that matches that exact configuration from the factory as far as I know.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Not to sound snobby, but again, I think this is being over-thought a bit. If this were a real weapon, it might be worthy of speculating, as they would have be physical changes to an actual weapon, but a rendering in a video game? Especially for a game that hasn't even released yet? Bah. I'd go about listing it as we would on film/TV pages - List it as what it matches best (in this case, an M9A1) and note all the features and their particular distinctions/differences as part of the section's writeup and leave it at that for the time being. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:26, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yeah, I think we should leave it to be listed at M9A1 and note all these small discrepancies. But there was a moment when I thought that the gun was not M9A1 (indicated by the rail) with wrong backstrap checkering, trigger guard shape, slide design, but M9/92FS with wrong presence of the rail, but correct M9/92FS features in all other respects.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 10:52, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PaperCake's minor edits ==&lt;br /&gt;
&lt;br /&gt;
Why remove useful info? Most of PaperCake's small corrections are a nice touch, but&lt;br /&gt;
&lt;br /&gt;
1. Why replace &amp;quot;Performing an ammo check&amp;quot; to &amp;quot;he player peers at the M9A1's magazine before loading it in&amp;quot;, while in reality it's an actual ammo check, not a usual reloading. A unique animation is played when played tries to reload a gun with already full magazine. This feature is present in many Tripwire projects and it is one of their trade marks. I think it's worth mentioning, not a lot of games have got such details.&lt;br /&gt;
&lt;br /&gt;
2. Why remove notes about M9A1? While I won't argue it should be listed as M9A1, I added several comparisons with the same gun from the first game and with real M9A1. I always enjoyed such things when I was reading IMFDB before.&lt;br /&gt;
&lt;br /&gt;
3. Why remove explanation about &amp;quot;SA80&amp;quot; part in L85A2 in-game name? As I recall, IMFDB always had a policy to mention wrong or redundant in-game gun names. I just tried to be in keeping with local standards of writing, which encourage noticing and explaining small details and drawbacks.&lt;br /&gt;
&lt;br /&gt;
4. Why add &amp;quot;A player begins to reload his L85A2&amp;quot; when it's not a reloading animation, but draw animation?&lt;br /&gt;
&lt;br /&gt;
5. Why remove explanation that Colt 9mm SMG is not a rifle, but a submachinegun. I've read a '''lot''' of articles here and the IMFDB always had a policy to explain wrong assigned weapon class in the game, especially with AKS-74U or 9mm AR-15 derivatives.&lt;br /&gt;
&lt;br /&gt;
I don't mind the style, but minor corrections shouldn't tear out so much useful info. Since I'm a new guy, and PaperCake seems to have been here quite long time, I don't want to just undo his changes, but I think we should discuss it and restore some info.--[[User:Blondie|Blondie]] ([[User talk:Blondie|talk]]) 11:22, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, SA80 is the name of the weapon platform (like AR-15) not the actual name of the gun, so removing it makes sense.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:14, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Better screenshots ==&lt;br /&gt;
&lt;br /&gt;
A lot of the screenshots in this entry aren't very good, the HUD cluttering up screenshots, a lack of screenshots or poorly taken screenshots. Imma put in some new ones, let's just hope IMFDB doesn't crap it self when i do.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:16, 12 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== L85A2 actually an A1? ==&lt;br /&gt;
&lt;br /&gt;
So there was something i've noticed. The charging handle on the A2 has that little knob on it instead of... well whatever shape it is on the A2. Would that mean the L85 is actually an A1 not an A2? I've heard that there were a few L85A2 made with that knob shape, but only, well, a few.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:44, 25 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Just putting these here ==&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|]]&lt;br /&gt;
[[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:31, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Should i put them up on the page? I was thinking about doing it, but im not sure.&lt;br /&gt;
Also, that 1911 skin is damn ugly, hopefully someone will make a new less crap texture for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:51, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Zed Collector]]&lt;br /&gt;
Here's the other revolver which is a S&amp;amp;W Model 500 I'm fairly sure.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:58, 20 November 2015 (EST)&lt;br /&gt;
:Yes it is, you beat me to uploading that pic. :P. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:13, 20 November 2015 (EST)&lt;br /&gt;
::Does that barrel have any name? Like the real one, &amp;quot;Performance Center&amp;quot; is stamped on it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:19, 20 November 2015 (EST)&lt;br /&gt;
:::It says &amp;quot;925 of 1000 T&amp;amp;W 500 Zed Collector&amp;quot;. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:24, 20 November 2015 (EST)&lt;br /&gt;
::::have you looked at the other side?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:35, 20 November 2015 (EST)&lt;br /&gt;
:::::Yeah, it says Performance Center, It's Smith &amp;amp; Wesson's Performance Center that makes the barrel. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 17:29, 20 November 2015 (EST)&lt;br /&gt;
::::::Yeah, okey.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:14, 20 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yeah.... ==&lt;br /&gt;
&lt;br /&gt;
[http://killingfloor2.com/Zedconomy/ This has a tendency to make people unhappy...]&lt;br /&gt;
&lt;br /&gt;
Oh Great, it's PAYDAY 2's Crimefest fireball all over again. I'm certain I can see how this goes down. The community threatens the dev and saying they're gonna leave, make a big hissyfit like a bunch of whiny babies and end up accomplishing nothing but make the Killing Floor subreddit look very pissy. --[[User:PaperCake|PaperCake]] 18:09, 23 November 2015 (EST)&lt;br /&gt;
:There's a fairly big difference however, and that's the fact that these skins doesn't affect stats, unlike the skins in Payday 2. On top of that the skins aren't ugly as fuck (atleast some of them aren't) and the people who made the skins gets compensated for the work they've done (no word on how much however)&lt;br /&gt;
:I'm probably gonna drop some cash on skins as the awful person i am.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:37, 23 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Juicy news ==&lt;br /&gt;
&lt;br /&gt;
http://www.pcgamer.com/killing-floor-2-patriarch-boss-reveal/&lt;br /&gt;
&lt;br /&gt;
Yep, they're adding the patriarch, I identified the minigun on his arm could be a GAU-19 from my best guess. Also, will be doing an edit soon on adding the STG-44's found on Hans Volter, once I get images up into place.&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982381</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=982381"/>
		<updated>2015-11-26T05:29:28Z</updated>

		<summary type="html">&lt;p&gt;Lancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[Image:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;M1858&amp;quot;, the revolver has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb|''&amp;quot;So, bad time to take a selfie then?&amp;quot;'' Oisten Jaegerhorn 'aims' with his dual 1858 New Army revolvers.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments, and gold engravings is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;1911 Colt&amp;quot;, the pistol has the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, titled as the &amp;quot;Desert Eagle&amp;quot;, it is to be released alongside the Gunslinger Perk, like the other handguns, the Desert Eagle will have the option to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player character &amp;quot;aims&amp;quot; with his dual Desert Eagles in-game.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only 2 Desert Eagle Mark XIX's.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 500 ==&lt;br /&gt;
&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 500]] with a two-tone finish and custom wood grips is an upcoming weapon in Killing Floor 2 with the Gunslinger Perk, titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk. It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi, while it is possible to fire the weapon in semi, the selector won't actually move when flicking beween fire-modes.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber...]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release, this reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight. Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with a NP3 mariner finish is the third weapon available for the Support Perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to an 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage than the standard pump-action and the ability to fire both barrels but has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible on actual AA-12's nor needed as the low rate-of-fire means it's possible to fire it in semi-auto via quick pulls of the trigger. It sports black and gray digital camouflage, a pump-shotgun-like foregrip tacked on the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, both are unusable.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds, note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed bolt weapon. This is only noticeable in third-person. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holds 5+1 shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragons Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A1 ==&lt;br /&gt;
The SA80 [[L85A1]], incorrectly called called L85A2 (the charging handle is the knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the [[Enfield L85 rifle series#L22A1|L22A1]] from the original and is also fitted with an EOtech holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A1 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A1 gets lit up from the flash of lighting, here the Magpul EMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug, note the knob shape, indicating it's an A1 not an A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|500px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz solider.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a Tango Down vertical foregrip (now in black). Unlike in the first game, the barrel is short, indicating it is the CQC model, it sports a Aimpoint CompM2 red dot sight instead of the Aimpoint CompM4s, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the left side of the weapon shows how the mag release button seems to be missing.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  It has orange tiger-stripe paint job, a homage to the Vietnam War movie [[Apocalypse Now]].  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [http://www.imfdb.org/wiki/Apocalypse_Now#M79_grenade_launcher They're close....]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] appears in Killing Floor 2 as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges. The back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it!&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark, wondering why someone wrote &amp;quot;Rädda oss!&amp;quot; (save us), which is swedish.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
The General Dynamics GAU-19/A appears as a weapon for the upcoming Patriarch Boss, the weapon mostly borrows the triple barrelled design, the weapon mostly has it's own &amp;quot;Horzine built&amp;quot; receiver with an unusual ammo feed system.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|500px|none| GAU-19 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the new upcoming Patriarch, take note of the GAU-19 on his arm.]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|A gun-slinging cowboy taking on the Patriarch.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF2-GAU-19-Patriarch-2.jpeg&amp;diff=982380</id>
		<title>File:KF2-GAU-19-Patriarch-2.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF2-GAU-19-Patriarch-2.jpeg&amp;diff=982380"/>
		<updated>2015-11-26T05:26:28Z</updated>

		<summary type="html">&lt;p&gt;Lancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Pew.jpg&amp;diff=982379</id>
		<title>File:Pew.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Pew.jpg&amp;diff=982379"/>
		<updated>2015-11-26T05:20:28Z</updated>

		<summary type="html">&lt;p&gt;Lancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=980058</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=980058"/>
		<updated>2015-11-18T21:41:25Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Starr Army Revolver */ grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a combination of the [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]] frame and the [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings). Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can now dual-wield 9mm Pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-1.jpg|none|thumb|600px|A player draws his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-2.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the hammer, and that the butt of the grip is rounded, evident to the M9A1.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's, in complete disregard for safe firearm usage.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol.]]&lt;br /&gt;
&lt;br /&gt;
== Starr Army Revolver ==&lt;br /&gt;
The Starr Army Revolver is an upcoming weapon in Killing Floor 2 with the Gunslinger, titled as the M1856, the revolvers have the options to be used in dual wield.&lt;br /&gt;
&lt;br /&gt;
[[File:Starr.jpg|none|thumb|350px|Starr Army Revolver - .44]]&lt;br /&gt;
&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb|''&amp;quot;So, bad time to take a selfie then?&amp;quot;'' Oisten Jaegerhorn 'aims' with their dual Starr Army Revolvers.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle, (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2, titled as the Desert Eagle, it is to be released alongside the Starr Army Revolver with the Gun slinger class, like the other handguns, the Desert Eagle will have the option to be Dual-Wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle XIX - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player &amp;quot;aims&amp;quot; with their dual Desert Eagles in-game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando perk. It fires in semi and burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, Rail Interface System, RRA Tactical Mount rear sight, usable flashlight, and Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|350px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-1.jpg|thumb|600px|none|A nice shot of the side of the Colt SMG.]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-2.jpg|thumb|600px|none|A player withdraws his SMG.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight.&lt;br /&gt;
&lt;br /&gt;
Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|400px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun is the third weapon available for the Support perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. Like in first Killing Floor, it originally featured a 6-round magazine, indicating the use of three-inch shells, though this has been changed to an 8-round magazine with patches.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|350px|none|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-1.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-2.jpg|thumb|600px|none|The Super 90 in all its glory.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support. It deals more damage than the standard pump-action and has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|600px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 'Trench Gun' ==&lt;br /&gt;
The Trench Gun returns from the first game, again loaded with 'Dragons Breath' shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|400px|none|Winchester Model 1897 in 'Trench' configuration - 12 Gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a 'Dragons Breath' shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[SA80#L85A2|L85A2]] is the second weapon for the Сommando perk. It replaces the L22 from the original and is fitted with an EOtech holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|350px|none|L85A2 - 5.45x39mm.]]&lt;br /&gt;
[[Image:KillingFloor2-185A2-1_.jpg|thumb|600px|none|A player scans the Metro's advertisements, L85A2 in hand.]]&lt;br /&gt;
[[Image:KillingFloor2-L85A2-2.jpg|thumb|600px|none|A player begins to unequip his L85A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12|AK-12]] is the third Commando-perk weapon and replaces the Draco Carbine from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|350px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-1.jpg|thumb|600px|none|The Tactical Reload for the AK-12. Note the bullets are rendered in the magazine.]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-2.jpg|thumb|600px|none|A lovely shot of the AK-12.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a vertical foregrip. Unlike in the first game, the barrel is short, indicating it is the CQC model, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|350px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The M79 returns from the first game as the Tier 3 weapon for the Demolition perk.  It has orange stripes painted on the barrel, akin to tiger stripes.  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only.  Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in.This is an easter egg since the same weapon type with the same paint scheme was used in the movie Apocalypse Now.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|400px|none|M79 Grenade Launcher with sight folded down - 40mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79.  TWI have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The RPG appears in Killing Floor as the Rocket Launcher, taking the appearance of the RPG-7, the Rocket Launcher in Killing Floor is the Tier 4 weapon for the demolitions. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|400px|none|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
&lt;br /&gt;
KF2-RPG-7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=980052</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=980052"/>
		<updated>2015-11-18T21:36:53Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Starr Army Revolver */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a combination of the [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]] frame and the [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings). Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can now dual-wield 9mm Pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-1.jpg|none|thumb|600px|A player draws his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-2.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the hammer, and that the butt of the grip is rounded, evident to the M9A1.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's, in complete disregard for safe firearm usage.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol.]]&lt;br /&gt;
&lt;br /&gt;
== Starr Army Revolver ==&lt;br /&gt;
The Starr Army Revolver is an upcoming weapon in Killing Floor 2 with the Gunslinger, titled as the M1856, the revolvers have the options to be used in dual wield.&lt;br /&gt;
&lt;br /&gt;
[[File:Starr.jpg|none|thumb|350px|Starr Army Revolver - .44]]&lt;br /&gt;
&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb|''So, bad time to take a selfie then?'' Oisten Jaegerhorn &amp;quot;aims&amp;quot; with their dual Starr Army Revolvers.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle, (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2, titled as the Desert Eagle, it is to be released alongside the Starr Army Revolver with the Gun slinger class, like the other handguns, the Desert Eagle will have the option to be Dual-Wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle XIX - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player &amp;quot;aims&amp;quot; with their dual Desert Eagles in-game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando perk. It fires in semi and burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, Rail Interface System, RRA Tactical Mount rear sight, usable flashlight, and Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|350px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-1.jpg|thumb|600px|none|A nice shot of the side of the Colt SMG.]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-2.jpg|thumb|600px|none|A player withdraws his SMG.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight.&lt;br /&gt;
&lt;br /&gt;
Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|400px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun is the third weapon available for the Support perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. Like in first Killing Floor, it originally featured a 6-round magazine, indicating the use of three-inch shells, though this has been changed to an 8-round magazine with patches.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|350px|none|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-1.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-2.jpg|thumb|600px|none|The Super 90 in all its glory.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support. It deals more damage than the standard pump-action and has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|600px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 'Trench Gun' ==&lt;br /&gt;
The Trench Gun returns from the first game, again loaded with 'Dragons Breath' shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|400px|none|Winchester Model 1897 in 'Trench' configuration - 12 Gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a 'Dragons Breath' shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[SA80#L85A2|L85A2]] is the second weapon for the Сommando perk. It replaces the L22 from the original and is fitted with an EOtech holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|350px|none|L85A2 - 5.45x39mm.]]&lt;br /&gt;
[[Image:KillingFloor2-185A2-1_.jpg|thumb|600px|none|A player scans the Metro's advertisements, L85A2 in hand.]]&lt;br /&gt;
[[Image:KillingFloor2-L85A2-2.jpg|thumb|600px|none|A player begins to unequip his L85A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12|AK-12]] is the third Commando-perk weapon and replaces the Draco Carbine from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|350px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-1.jpg|thumb|600px|none|The Tactical Reload for the AK-12. Note the bullets are rendered in the magazine.]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-2.jpg|thumb|600px|none|A lovely shot of the AK-12.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a vertical foregrip. Unlike in the first game, the barrel is short, indicating it is the CQC model, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|350px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The M79 returns from the first game as the Tier 3 weapon for the Demolition perk.  It has orange stripes painted on the barrel, akin to tiger stripes.  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only.  Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in.This is an easter egg since the same weapon type with the same paint scheme was used in the movie Apocalypse Now.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|400px|none|M79 Grenade Launcher with sight folded down - 40mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79.  TWI have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The RPG appears in Killing Floor as the Rocket Launcher, taking the appearance of the RPG-7, the Rocket Launcher in Killing Floor is the Tier 4 weapon for the demolitions. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|400px|none|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
&lt;br /&gt;
KF2-RPG-7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=980051</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=980051"/>
		<updated>2015-11-18T21:33:16Z</updated>

		<summary type="html">&lt;p&gt;Lancer: /* Explosives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a combination of the [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]] frame and the [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings). Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can now dual-wield 9mm Pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-1.jpg|none|thumb|600px|A player draws his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-2.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the hammer, and that the butt of the grip is rounded, evident to the M9A1.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's, in complete disregard for safe firearm usage.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol.]]&lt;br /&gt;
&lt;br /&gt;
== Starr Army Revolver ==&lt;br /&gt;
The Starr Army Revolver is an upcoming weapon in Killing Floor 2 with the Gunslinger, titled as the M1856, the revolvers have the options to be used in dual wield.&lt;br /&gt;
&lt;br /&gt;
[[File:Starr.jpg|none|thumb|350px|Starr Army Revolver - .44]]&lt;br /&gt;
&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb| The character &amp;quot;aims&amp;quot; with their dual Starr Army Revolvers]]&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle, (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2, titled as the Desert Eagle, it is to be released alongside the Starr Army Revolver with the Gun slinger class, like the other handguns, the Desert Eagle will have the option to be Dual-Wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle XIX - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player &amp;quot;aims&amp;quot; with their dual Desert Eagles in-game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando perk. It fires in semi and burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, Rail Interface System, RRA Tactical Mount rear sight, usable flashlight, and Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|350px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-1.jpg|thumb|600px|none|A nice shot of the side of the Colt SMG.]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-2.jpg|thumb|600px|none|A player withdraws his SMG.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight.&lt;br /&gt;
&lt;br /&gt;
Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|400px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun is the third weapon available for the Support perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. Like in first Killing Floor, it originally featured a 6-round magazine, indicating the use of three-inch shells, though this has been changed to an 8-round magazine with patches.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|350px|none|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-1.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-2.jpg|thumb|600px|none|The Super 90 in all its glory.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support. It deals more damage than the standard pump-action and has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|600px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 'Trench Gun' ==&lt;br /&gt;
The Trench Gun returns from the first game, again loaded with 'Dragons Breath' shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|400px|none|Winchester Model 1897 in 'Trench' configuration - 12 Gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a 'Dragons Breath' shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[SA80#L85A2|L85A2]] is the second weapon for the Сommando perk. It replaces the L22 from the original and is fitted with an EOtech holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|350px|none|L85A2 - 5.45x39mm.]]&lt;br /&gt;
[[Image:KillingFloor2-185A2-1_.jpg|thumb|600px|none|A player scans the Metro's advertisements, L85A2 in hand.]]&lt;br /&gt;
[[Image:KillingFloor2-L85A2-2.jpg|thumb|600px|none|A player begins to unequip his L85A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12|AK-12]] is the third Commando-perk weapon and replaces the Draco Carbine from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|350px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-1.jpg|thumb|600px|none|The Tactical Reload for the AK-12. Note the bullets are rendered in the magazine.]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-2.jpg|thumb|600px|none|A lovely shot of the AK-12.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a vertical foregrip. Unlike in the first game, the barrel is short, indicating it is the CQC model, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|350px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The M79 returns from the first game as the Tier 3 weapon for the Demolition perk.  It has orange stripes painted on the barrel, akin to tiger stripes.  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only.  Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in.This is an easter egg since the same weapon type with the same paint scheme was used in the movie Apocalypse Now.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|400px|none|M79 Grenade Launcher with sight folded down - 40mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79.  TWI have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The RPG appears in Killing Floor as the Rocket Launcher, taking the appearance of the RPG-7, the Rocket Launcher in Killing Floor is the Tier 4 weapon for the demolitions. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|400px|none|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
&lt;br /&gt;
KF2-RPG-7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF2-RPG-7.jpg&amp;diff=980050</id>
		<title>File:KF2-RPG-7.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF2-RPG-7.jpg&amp;diff=980050"/>
		<updated>2015-11-18T21:32:02Z</updated>

		<summary type="html">&lt;p&gt;Lancer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=979900</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=979900"/>
		<updated>2015-11-18T08:54:52Z</updated>

		<summary type="html">&lt;p&gt;Lancer: Added 2 new weapons upcoming that have been offically leaked by [TW]YOSHIRO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a combination of the [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]] frame and the [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings). Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can now dual-wield 9mm Pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-1.jpg|none|thumb|600px|A player draws his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-2.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the hammer, and that the butt of the grip is rounded, evident to the M9A1.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's, in complete disregard for safe firearm usage.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol.]]&lt;br /&gt;
&lt;br /&gt;
== Starr Army Revolver ==&lt;br /&gt;
The Starr Army Revolver is an upcoming weapon in Killing Floor 2 with the Gunslinger, titled as the M1856, the revolvers have the options to be used in dual wield.&lt;br /&gt;
&lt;br /&gt;
[[File:Starr.jpg|none|thumb|350px|Starr Army Revolver - .44]]&lt;br /&gt;
&lt;br /&gt;
[[File:For thing.jpg|none|600px|thumb| The character &amp;quot;aims&amp;quot; with their dual Starr Army Revolvers]]&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle, (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2, titled as the Desert Eagle, it is to be released alongside the Starr Army Revolver with the Gun slinger class, like the other handguns, the Desert Eagle will have the option to be Dual-Wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle XIX - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2-Deagle.jpg|thumb|600px|none|The Player &amp;quot;aims&amp;quot; with their dual Desert Eagles in-game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando perk. It fires in semi and burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, Rail Interface System, RRA Tactical Mount rear sight, usable flashlight, and Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|350px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-1.jpg|thumb|600px|none|A nice shot of the side of the Colt SMG.]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-2.jpg|thumb|600px|none|A player withdraws his SMG.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight.&lt;br /&gt;
&lt;br /&gt;
Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|400px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun is the third weapon available for the Support perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. Like in first Killing Floor, it originally featured a 6-round magazine, indicating the use of three-inch shells, though this has been changed to an 8-round magazine with patches.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|350px|none|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-1.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-2.jpg|thumb|600px|none|The Super 90 in all its glory.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support. It deals more damage than the standard pump-action and has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|600px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 'Trench Gun' ==&lt;br /&gt;
The Trench Gun returns from the first game, again loaded with 'Dragons Breath' shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|400px|none|Winchester Model 1897 in 'Trench' configuration - 12 Gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a 'Dragons Breath' shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[SA80#L85A2|L85A2]] is the second weapon for the Сommando perk. It replaces the L22 from the original and is fitted with an EOtech holographic sight. It also sports Magpul EMAGs as its standard magazines.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|350px|none|L85A2 - 5.45x39mm.]]&lt;br /&gt;
[[Image:KillingFloor2-185A2-1_.jpg|thumb|600px|none|A player scans the Metro's advertisements, L85A2 in hand.]]&lt;br /&gt;
[[Image:KillingFloor2-L85A2-2.jpg|thumb|600px|none|A player begins to unequip his L85A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12|AK-12]] is the third Commando-perk weapon and replaces the Draco Carbine from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|350px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-1.jpg|thumb|600px|none|The Tactical Reload for the AK-12. Note the bullets are rendered in the magazine.]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-2.jpg|thumb|600px|none|A lovely shot of the AK-12.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a vertical foregrip. Unlike in the first game, the barrel is short, indicating it is the CQC model, and it has an unusable InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|350px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The M79 returns from the first game as the Tier 3 weapon for the Demolition perk.  It has orange stripes painted on the barrel, akin to tiger stripes.  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only.  Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in.This is an easter egg since the same weapon type with the same paint scheme was used in the movie Apocalypse Now.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|400px|none|M79 Grenade Launcher with sight folded down - 40mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79.  TWI have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF2-Deagle.jpg&amp;diff=979899</id>
		<title>File:KF2-Deagle.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF2-Deagle.jpg&amp;diff=979899"/>
		<updated>2015-11-18T08:49:45Z</updated>

		<summary type="html">&lt;p&gt;Lancer: Catergory:Screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Catergory:Screenshots]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:For_thing.jpg&amp;diff=979895</id>
		<title>File:For thing.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:For_thing.jpg&amp;diff=979895"/>
		<updated>2015-11-18T08:37:12Z</updated>

		<summary type="html">&lt;p&gt;Lancer: Catergory:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Catergory:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Lancer</name></author>
	</entry>
</feed>